bf6-portal-mod-types
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    Enumeration MusicEvents

    The MusicEvents enum.

    Index

    Enumeration Members

    BR_InsertionCinematic_Dropzone_Loop: number

    A loop that is automatically transitioned into from BR_InsertionCinematic_Loop. However, this can be triggered to transition into the dropzone music earlier.

    BR_InsertionCinematic_Loop: number

    A one-shot that then automatically transitions into BR_InsertionCinematic_Dropzone_Loop after a few seconds, thus becoming a loop.

    BR_InsertionJump: number

    One-shot track.

    BR_InsertionLanding: number

    One-shot track.

    BR_LastTwoSquads: number

    One-shot track. Played when you are in the last two squads remaining.

    BR_Loss_Early_Loop: number

    Looping track. Played when you get eliminated before the end of the round.

    BR_Loss_EndOfRound_Loop: number

    Looping track. Played when you lost at the end of the round while in third place or worse.

    BR_Loss_SecondPlace_Loop: number

    Looping track. Played when you finish a round and come in second place.

    BR_Pause: number

    Pauses whatever BR music is currently playing.

    BR_RespawnSecondChance: number

    One-shot track.

    BR_RespawnTower: number

    One-shot track.

    BR_Stop: number

    Stops any events playing in the BR music package.

    BR_Unpause: number

    Unpauses whatever BR music is currently playing.

    BR_WonRound_Loop: number

    Looping track. Played when you win a round.

    BRGauntlet_LobbyFilled: number

    Played when lobby is filled. Prior to executing this, you may need to set the timer with mod.SetMusicParam(mod.MusicParams.BRGauntlet_LobbyTimerRemaining, 10), using any value from 10 down to 0. This parameter only needs to be set once, and does not need to be updated with an actual timer.

    BRGauntlet_WaitingForPlayers_Loop: number

    Quiet looping track, played while waiting for players in the lobby. This is a shared event between BR and Gauntlet.

    Core_Deploy_Loop: number

    Quiet and ambient looping track, played when being deployed.

    Core_EndOfRound_Loop: number

    Played at the end of a match. Controlled by the following states (via mod.SetMusicParam()):

    • mod.MusicParams.Core_IsWinning: Different track for winning (1) and losing (0).
    • mod.MusicParams.Core_Sector: Different track for non-sector gamemodes 0 and sector gamemodes 1, 2, and 3 (same music for all three sectors).
    Core_LastPhaseBegin: number

    One-shot track.

    Core_Overtime_Loop: number

    Quiet and suspenseful looping track used when in overtime (e.g. capturing a point on Breakthrough in overtime).

    Core_PauseMenu_Loop: number

    Quiet and ambient looping track. In core gamemodes, this plays in the pause menu only when there isn't some other higher-priority music track being played, such as Core_PhaseEnded.

    Core_PhaseBegin: number

    One-shot track. Controlled by the following states (via mod.SetMusicParam()):

    • mod.MusicParams.Core_IsWinning: Different track for winning (1) and losing (0).
    • mod.MusicParams.Core_Sector: Different track for non-sector gamemodes 0 and sector gamemodes 1, 2, and 3 (unique music for each sector).
    Core_PhaseEnded: number

    One-shot music track. Controlled by the following states (via mod.SetMusicParam()):

    • mod.MusicParams.Core_IsWinning: Different track for winning (1) and losing (0).
    • mod.MusicParams.Core_Sector: Different track for non-sector gamemodes 0 and sector gamemodes 1, 2, and 3 (unique music for each sector).
    Core_Stinger_Negative: number

    Need to confirm this, but it might need to be triggered while another non-stinger music event (or mod.MusicParams.Core_Urgency) is playing.

    Core_Stinger_Positive: number

    Need to confirm this, but it might need to be triggered while another non-stinger music event (or mod.MusicParams.Core_Urgency) is playing.

    Core_Stinger_RankUp: number

    Need to confirm this, but it might need to be triggered while another non-stinger music event (or mod.MusicParams.Core_Urgency) is playing.

    Core_Stop: number

    Stops any events playing in the core music package.

    Gauntlet_Deploy: number

    One-shot track.

    Gauntlet_Loss_FinalMission_Loop: number

    Looping track.

    Gauntlet_Loss_Loop: number

    Looping track. Played when losing on any mission other than the final one.

    Gauntlet_MissionBriefing_Final: number

    One-shot track.

    Gauntlet_MissionBriefing_One: number

    One-shot track.

    Gauntlet_MissionBriefing_Three: number

    One-shot track.

    Gauntlet_MissionBriefing_Two: number

    One-shot track.

    Gauntlet_Pause: number

    Pauses whatever Gauntlet music is currently playing.

    Gauntlet_Qualified_Loop: number

    Looping track. Contains a smooth transition when triggering Gauntlet_Qualified_Outro.

    Gauntlet_Qualified_Outro: number

    One-shot track. Transitions nicely from Gauntlet_Qualified_Loop but can also be triggered as a standalone.

    Gauntlet_Stop: number

    Stops any events playing in the Gauntlet music package.

    Gauntlet_Unpause: number

    Unpauses whatever Gauntlet music is currently playing.

    Gauntlet_Urgency: number

    Long one-shot track, 35s long.

    Gauntlet_Urgency_FinalMission: number

    Long one-shot track, 35s long.

    Gauntlet_WonOperation_Loop: number

    Looping track.

    Radio_ClearQueue: number

    Clears the queue of tracks. This is the only way to do so. Note, playing a track does not clear it out of the queue, as you may want to loop your queued tracks.

    Radio_NextQueuedTrack: number

    Skips to the next track in the queue. What will happen at the end of your queue depends on mod.MusicParams.Radio_ContinueQueueOnTrackEnd and mod.MusicParams.Radio_LoopQueuedTracks.

    Radio_Play: number

    Starts playing the queued tracks in the currently selected station. If the queue is empty, nothing will play. Controlled by the following states (via mod.SetMusicParam()):

    • mod.MusicParams.Radio_Channel: You must select one channel and queue up tracks within it. Channels are listed in the MusicParams section.
    • mod.MusicParams.Radio_Biome: If you choose the biome channel (mod.SetMusicParam(mod.MusicParams.Radio_Channel, 4)), you have several biomes to choose from, detailed in the MusicParams section.
    • mod.MusicParams.Radio_QueueTrackNumber: You must queue which songs you'd like to hear. Number of available tracks is detailed in the MusicParams section.
    Radio_Stop: number

    Stops playing the queued track. Playing again will restart the same song from the beginning (i.e. this is not a pause function).