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Elys Music Engine

Layer-based music system with dynamic transitions for Unreal Engine

🎡Core

Layer Stack System

Stack multiple music layers with priorities. Replace mode switches music,Additive mixes layers. Simple push/pop controls.

πŸ—ΊοΈLevel

Music Volumes

Drop box volumes in your level for automatic music triggering. Toggle, Enable, or Disable modes with priority-based nesting.

🏷️Data

GameplayTag Presets

Define multi-layer presets with GameplayTags. Apply complex music states with one function call. Easy to manage at scale.

πŸ“¦Core

Blueprint & C++

Full Blueprint function library for designers. Complete C++ API for programmers. Works seamlessly in both workflows.

⚑Audio

Stingers & Ducking

One-shot audio accents for achievements and events. Automatic audio ducking for dialogue, SFX, and narration.

🎼Rhythm

Quartz Sync

Beat-synchronized playback with Unreal's Quartz system. Quantized transitions and rhythm-based gameplay support.

🌐Network

Multiplayer Sync

Built-in network replication via GameState component. Synchronized layers, stingers (2D/3D), and automatic late-joiner sync.

πŸ—οΈ Architecture

Game Instance Subsystem with priority-based layer stack

🎯

Music Subsystem

UGameInstanceSubsystem managing layer stack, transitions, and Quartz clock. One per client.

Subsystem β€’ Stack β€’ Priority
πŸ“š

Layer System

Replace or Additive modes with configurable priorities. Smooth fade-in/out transitions.

Replace β€’ Additive β€’ Fade
🏷️

Tag Registry

GameplayTag-based layer and preset management. Data Asset registries for scalable music systems.

Tags β€’ Presets β€’ Data Assets
πŸ—ΊοΈ

Music Volumes

Box volumes for area-based music. Toggle/Enable/Disable modes with actor tag filtering.

Volumes β€’ Overlap β€’ Auto-trigger