Component · audio
MusicSource
Plays a
.music document's interactive score (segments, transitions, intensity layers) from this entity, non-spatial. Presentation intent: gameplay writes intensity and segment; the audio presenter follows them.Fields
music
option<asset<music>>The score (
.music document).default null
bus
stringMixer bus the stems play on.
default "music"
intensity
f32Intensity from 0 to 1: stems whose range contains it are audible.
default 00 – 1
segment
stringSegment to transition to (on the score's sync rule); empty follows the score.
default ""
Usage
Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.
Add it
ara do component.add -p entity=name:Crate -p component=MusicSource --why "Add MusicSource"Set a field
ara do property.set -p entity=name:Crate -p path=MusicSource.music -p value=null --why "Tune MusicSource"In a scene document
{
"MusicSource": {
"music": null
}
}From C#
/// <summary>Raise adaptive music intensity during combat.</summary>
public static void UseMusicSource(Entity entity, in Tick tick)
{
ref var component = ref World.Get<MusicSource>(entity);
component.Intensity = 0.8f;
}From C#
Scripts read and write it with Get<MusicSource>(); see the MusicSource struct.