BackgroundMusic
Music for the scene: it starts when the scene does, crossfading over Fade seconds from whatever was playing. If that’s the same music it just carries on, so every level can name the same tune and it never restarts. A Room’s music takes over while its room is entered.
In a network game, each machine keeps its own entity with this on it: it isn’t sent.
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
music: text = null. The music to play, e.g. “Music/theme.wav”. Make one with Audio > New Music. (Music in Assets, e.g. “Music/song.wav”.) (Field: music.)volume: a number = 0.6. How loud, 0 to 1, on top of the player’s music volume. (Field: a number.)fade: a number = 1. Seconds to crossfade from the music already playing; 0 cuts straight over. (Field: a number.)loop: true or false = true. Starts over when it ends. Untick for a jingle that plays once. (Field: on or off.)
Scripts use it as BackgroundMusic: its methods, events and values that aren’t saved with the scene.