bf6-portal-mod-types
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    Enumeration MusicParams

    The MusicParams enum.

    Index

    Enumeration Members

    BR_Amplitude: number

    Loudness of BR music events, represented as a multiplier. 0 is silent, 1 is the full default volume. This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be mindful of not blasting people's ears out.

    BRGauntlet_LobbyTimerRemaining: number

    Shared parameter for both the BR and Gauntlet music packages. When the lobby fills up in both BR and Gauntlet, it starts a timer from 10 to 0. You only need to set this timer once before executing mod.PlayMusic(mod.MusicEvents.BRGauntlet_LobbyFilled), and you do not need to simulate an actual countdown timer for this parameter

    Core_Amplitude: number

    Loudness of core music events, represented as a multiplier. 0 is silent, 1 is the full default volume. This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be mindful of not blasting people's ears out.

    Core_IsWinning: number

    Many core music events have a winning and losing variant, which is controlled by this parameter. This is effectively a boolean, but this value actually takes in a number 0 or 1.

    Core_PhaseUrgency: number

    This functions like a looping music event. It is a looping track played like when nearing the end of a round (needs confirming). As soon as the value goes above 0, urgency music starts playing. Numbers are clamped to a range between 0 and 3. Each whole number represents one layer of music that plays on full volume, while the decimals between them act as a crossfade. For example, if you set the value to 2.5, it plays both layer 2 and layer 3 each at partial volume.

    Core_Sector: number

    Some music events in the core music package have different variations based on what sector you are in, including a variant for game modes that do not use sectors at all. Set the value to 0 to imply a gamemode that does not use sectors (e.g. Conquest), or use values 1, 2, or 3 to play music for those respective sectors for a gamemode that does use sectors (e.g. Breakthrough). Numbers are clamped to a range between 0 and 3, and decimals are rounded to the nearest integer.

    Core_Urgency: number

    This functions like a looping music event. It is a looping track played like when nearing the end of a round (needs confirming). As soon as the value goes above 0, urgency music starts playing. Numbers are clamped to a range between 0 and 4. Each whole number represents one layer of music that plays on full volume, while the decimals between them act as a crossfade. For example, if you set the value to 2.5, it plays both layer 2 and layer 3 each at partial volume.

    Gauntlet_Amplitude: number

    Loudness of Gauntlet music events, represented as a multiplier. 0 is silent, 1 is the full default volume. This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be mindful of not blasting people's ears out.

    Radio_Amplitude: number

    Loudness of Radio music events, represented as a multiplier. 0 is silent, 1 is the full default volume. This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be mindful of not blasting people's ears out.

    Radio_Biome: number

    If Radio_Channel is set to channel 4, this is used to select which biome's radio station to queue tracks from. The tracks may not necessarily be from the country or region listed in the biome name, but rather are simply the tracks you hear in radios in maps set in these biomes. You have access to the following biomes:

    • 0: Gibraltar
    • 1: Tajikistan
    • 2: Egypt
    • 3: US - West Coast
    • 4: US - East Coast
    • 5: Bulgaria
    • 6: Turkmenistan
    Radio_Channel: number

    Sets the channel from which you will be queueing tracks. There may be tracks whose genres don't fit the labels below. You have access to the following channels (the BF Pro channel is not available through the Portal music system):

    • 0: Hip Hop
    • 1: Rock
    • 2: BF Themes
    • 3: Reggaeton
    • 4: Biome-specific (selected via Radio_Biome)
    • 5: Classical
    • 6: Pop
    Radio_ContinueQueueOnTrackEnd: number

    If 1, when the current song is done, the next queued song will start. If 0, the radio will auto-stop. Playing the radio again after a song ends will play the next queued song.

    Radio_LoopQueuedTracks: number

    If 1, when the last queued song is done, the song at the start of the queue will start. If 0, the radio will auto-stop. Playing the radio again after a queued list ends will go back and play the first queued song.

    Radio_QueueTrackNumber: number

    Select which track to add next in the queue. The queue is empty by default, and no track will play until you queue up tracks. Here are the track lengths of each station (a station that has 17 tracks are indexed 0 through 16):

    • Channel 0: 17 tracks
    • Channel 1: 18 tracks
    • Channel 2: 10 tracks
    • Channel 3: 2 tracks
    • Channel 4: Biome-specific:
      • Biome 0: 18 tracks
      • Biome 1: 16 tracks
      • Biome 2: 16 tracks
      • Biome 3: 19 tracks
      • Biome 4: 18 tracks
      • Biome 5: 2 tracks
      • Biome 6: 18 tracks
    • Channel 5: 32 tracks
    • Channel 6: 15 tracks