A loop that is automatically transitioned into from BR_InsertionCinematic_Loop. However, this can be
triggered to transition into the dropzone music earlier.
A one-shot that then automatically transitions into BR_InsertionCinematic_Dropzone_Loop after a few
seconds, thus becoming a loop.
One-shot track.
One-shot track.
One-shot track. Played when you are in the last two squads remaining.
Looping track. Played when you get eliminated before the end of the round.
Looping track. Played when you lost at the end of the round while in third place or worse.
Looping track. Played when you finish a round and come in second place.
Pauses whatever BR music is currently playing.
One-shot track.
One-shot track.
Stops any events playing in the BR music package.
Unpauses whatever BR music is currently playing.
Looping track. Played when you win a round.
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.
Quiet looping track, played while waiting for players in the lobby. This is a shared event between BR and Gauntlet.
Quiet and ambient looping track, played when being deployed.
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).One-shot track.
Quiet and suspenseful looping track used when in overtime (e.g. capturing a point on Breakthrough in overtime).
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.
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).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).Need to confirm this, but it might need to be triggered while another non-stinger music event (or
mod.MusicParams.Core_Urgency) is playing.
Need to confirm this, but it might need to be triggered while another non-stinger music event (or
mod.MusicParams.Core_Urgency) is playing.
Need to confirm this, but it might need to be triggered while another non-stinger music event (or
mod.MusicParams.Core_Urgency) is playing.
Stops any events playing in the core music package.
One-shot track.
Looping track.
Looping track. Played when losing on any mission other than the final one.
One-shot track.
One-shot track.
One-shot track.
One-shot track.
Pauses whatever Gauntlet music is currently playing.
Looping track. Contains a smooth transition when triggering Gauntlet_Qualified_Outro.
One-shot track. Transitions nicely from Gauntlet_Qualified_Loop but can also be triggered as a standalone.
Stops any events playing in the Gauntlet music package.
Unpauses whatever Gauntlet music is currently playing.
Long one-shot track, 35s long.
Long one-shot track, 35s long.
Looping track.
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.
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.
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.Stops playing the queued track. Playing again will restart the same song from the beginning (i.e. this is not a pause function).
The MusicEvents enum.