Music/BGM

StopBGM

Using "StopBGM" stops any music that’s playing with a 1-second fade out.


StopBGMHard

Using "StopBGMHard" stops any music that’s playing immediately with no fade out. This also allows you to start up a song again properly if it’s the same song, as it won’t play if still fading out.


ChangeBGM

Changes the music to the path provided in the next string.

"ChangeBGM", "music/Battle/Shiva_Dance.mp3"

ChangeBGM-List

Clears the current music and starts the given queue of music, playing in the order they’re given. Close with "EndMusicList".

"ChangeBGM-List",
"music/Battle/Shiva_Dance.mp3", "music/Battle/Comet_Highway.mp3", "music/Battle/Goodbye.mp3",
"EndLoop"

ChangeBGM-OverrideCombatMusic

"ChangeBGM-OverrideCombatMusic" functions the same as "ChangeBGM", but overrides and ignores music from SetMusicTo.

Note events called within the encounter can still change the BGM via any of the functions on this page.


ChangeBGM-NoFade

Using "ChangeBGM-NoFade" ensures the BGM doesn’t fade in or out at the start or end of the song. Useful when the music needs seamless loops.


PlayThisSongAfterCombat

Using "PlayThisSongAfterCombat" will play the specified song after combat instead of reverting to the location song.


StoreCurrentBGM & PlayStoredBGM

Using "StoreCurrentBGM" stores the actively playing BGM, while "PlayStoredBGM" changes the BGM to the song stored in the previous function. Used when making dreams to ensure it can non-destructively change the BGM for the duration of the dream event.

"StoreCurrentBGM",
"... Some scenes later at the end of the dream/when the player wakes up...",
"PlayStoredBGM"