Combat Automation
Video Game Music plays the highest-priority track for the active scene and its combat. The primary GM’s client drives playback, and another connected GM takes over if that GM disconnects. A track left playing from an earlier session stops when the world loads.
Switching into combat
Section titled “Switching into combat”Area music plays while no combat is running. Starting combat switches to a combat track. The module picks the track again when turns advance, combatants join or leave, initiative changes, or the active scene changes.
With several encounters in the tracker, the module uses the active encounter on the current scene, then any encounter on the current scene, then the active encounter on another scene.
Which combat track plays
Section titled “Which combat track plays”During combat, these compete:
- The scene’s combat music.
- The active combatant’s token or actor combat music.
- The default combat music.
- The scene’s area music.
The active combatant’s music plays first. Otherwise the highest Priority wins. On a tie, the more specific source wins: token, then actor, then scene, then default. A playlist with no playable track is skipped.
For a token linked to its actor, the token’s own combat music is used only when Use Token Music is checked, or when the actor and its prototype token have none. See Music Configuration.
When a combatant has no combat music
Section titled “When a combatant has no combat music”Silent Combat Music Mode decides what plays on a turn whose combatant has no combat music. Other combatants’ themes only play in Play Last Actor’s Music mode. See Settings.
Switching back
Section titled “Switching back”Ending combat returns to the scene’s area music. Suppressing combat music does the same while the fight continues.
Resume and crossfade
Section titled “Resume and crossfade”A track cut off by a transition resumes from the same spot the next time it plays. Area music keeps its position on the scene, even across reloads. Combat music keeps its position until the encounter ends.
Transitions fade using the track’s Fade Duration, or its playlist’s when the track has none.