Score Arrangement
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.

Contents
How It Works
A Score Arrangement Track is a data asset containing:
| Field | What It Controls |
|---|---|
| Time Signature | Musical timing (4/4, 3/4, 6/8, etc.). |
| BPM | Tempo in beats per minute. |
| Fade Control | How layers fade in and out. |
| Score Layers | Individual 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
| Term | Meaning |
|---|---|
| Score Arrangement Track | A multi-layer music data asset with time signature, tempo, and controllable layers |
| Score Layer | An individual audio stream within an arrangement that can be enabled or disabled at runtime |
| BPM | Beats 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:
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