Score Arrangement

How to work with GS_Play score arrangements — multi-layer dynamic music with configurable time signatures and layer control.

Score Arrangement Tracks are multi-layer music assets for dynamic, adaptive game music. Each arrangement defines a time signature, tempo, fade behavior, and a set of independently controllable Score Layers. This enables music that responds to gameplay — adding percussion during combat, muting melody during dialogue, or transitioning between intensity levels.

For asset structure and playback API, see the Framework API reference.

Score Arrangement asset in the O3DE Asset Editor

 

Contents


How It Works

A Score Arrangement Track is a data asset containing:

FieldWhat It Controls
Time SignatureMusical timing (4/4, 3/4, 6/8, etc.).
BPMTempo in beats per minute.
Fade ControlHow layers fade in and out.
Score LayersIndividual audio tracks that play simultaneously.

Each Score Layer is an independent audio stream within the arrangement. Layers can be enabled or disabled at runtime, creating dynamic music that evolves based on game state.


Supported Time Signatures

4/4, 4/2, 12/8, 2/2, 2/4, 6/8, 3/4, 3/2, 9/8


Glossary

TermMeaning
Score Arrangement TrackA multi-layer music data asset with time signature, tempo, and controllable layers
Score LayerAn individual audio stream within an arrangement that can be enabled or disabled at runtime
BPMBeats per minute — the tempo of the arrangement

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_Audio

GS_Audio — Explore this gem on the product page and add it to your project.