Layer Stack System
Stack multiple music layers with priorities. Replace mode switches music,Additive mixes layers. Simple push/pop controls.
Music Volumes
Drop box volumes in your level for automatic music triggering. Toggle, Enable, or Disable modes with priority-based nesting.
GameplayTag Presets
Define multi-layer presets with GameplayTags. Apply complex music states with one function call. Easy to manage at scale.
Blueprint & C++
Full Blueprint function library for designers. Complete C++ API for programmers. Works seamlessly in both workflows.
Stingers & Ducking
One-shot audio accents for achievements and events. Automatic audio ducking for dialogue, SFX, and narration.
Quartz Sync
Beat-synchronized playback with Unreal's Quartz system. Quantized transitions and rhythm-based gameplay support.
Multiplayer Sync
Built-in network replication via GameState component. Synchronized layers, stingers (2D/3D), and automatic late-joiner sync.
ποΈ 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’ PriorityLayer System
Replace or Additive modes with configurable priorities. Smooth fade-in/out transitions.
Replace β’ Additive β’ FadeTag Registry
GameplayTag-based layer and preset management. Data Asset registries for scalable music systems.
Tags β’ Presets β’ Data AssetsMusic Volumes
Box volumes for area-based music. Toggle/Enable/Disable modes with actor tag filtering.
Volumes β’ Overlap β’ Auto-triggerπ Quick Links
Install and configure the plugin
Layers, volumes, stingers & presets
MetaSound, Quartz & GameplayTags
Complete C++ integration guide
Complete class documentation
Common issues and solutions
Network sync, replication & late-joiners