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Elys Music Engine

Layer-based adaptive music for Unreal Engine 5 — dynamic soundtracks without complexity.


What is it?

A priority-based music system where you push and pop layers. The highest priority layer plays. When you remove it, the previous music comes back automatically.

Push "Exploration" (Priority 0)  → Exploration plays
Push "Combat" (Priority 10) → Combat plays (higher priority)
Pop "Combat" → Exploration returns automatically

No state machines. No complex graphs. Just priorities.


Key Features

FeatureDescription
Layer SystemStack music tracks with Replace or Additive modes
Priority ControlHigher priority = plays over lower. Simple.
Music VolumesDrop a volume in your level. Music changes automatically.
StingersShort musical accents with auto-ducking. 2D or 3D spatialized. Stinger Volumes for trigger areas.
Audio DuckingMusic lowers during any audio (dialogue, SFX, narration), restores after
Multiplayer SyncTime-synced volumes, replicated layers and stingers, automatic client/server routing
Beat SyncQuartz-powered transitions on the beat
GameplayTagsTag-driven music with smart parent fallbacks
MetaSoundReal-time parameters, intro→loop, stem mixing
PersistenceMusic continues across level transitions
Blueprint-FirstZero C++ required

Documentation

If you want to...Read this
Install and play your first musicGetting Started
Learn layers, volumes, stingers, configsUser Guide
Use MetaSound, Quartz, or GameplayTagsAdvanced Features
Setup multiplayer musicMultiplayer Guide
Look up a specific functionAPI Reference
Fix a problemTroubleshooting

Quick Example

// Start exploration music
Event BeginPlay
→ Push Music Layer
Layer Name: "Exploration"
Music: ExplorationMusic
Priority: 0
Mode: Replace

// Combat starts - higher priority takes over
Event OnCombatStart
→ Push Music Layer
Layer Name: "Combat"
Music: CombatMusic
Priority: 10
Mode: Replace

// Combat ends - exploration returns automatically
Event OnCombatEnd
→ Pop Music Layer ("Combat")

Requirements

  • Unreal Engine 5.0+
  • MetaSound plugin (included in UE5)
  • Blueprint only — no C++ needed

Get started in 5 minutes →