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Combat Automation

Video Game Music watches combat and the active scene, then plays whichever track has the highest priority for the current state. The active GM drives playback; players hear the result.

Area music plays while a scene is active and no fight is running. Starting a combat makes the module reevaluate and switch to a combat track. Advancing turns, adding combatants, and removing combatants all trigger another reevaluation so the music can follow the fight.

When a fight is running, the module gathers every combat playlist that could apply:

  • The scene’s combat playlist.
  • The combat playlist of each combatant’s token or actor.
  • The default combat playlist.

The combatant taking the current turn is favored. Beyond that, higher Priority values win. When two sources share a priority, the more specific source is preferred, with token over actor over scene over default.

For a combatant whose token is linked to its actor, the token’s combat music applies only when Use Token Music is checked, or when neither the prototype token nor the actor defines combat music. See Music Configuration.

The Silent Combat Music Mode setting decides what to play when the spotlight lands on a combatant with no combat track of its own. The options play the highest priority actor’s music, the last actor’s music, the area music, or a generic combat track. See Settings.

Ending the combat makes the module reevaluate and return to the scene’s area music. Suppressing combat music has the same effect while a fight continues.

When a transition cuts a track off, its playback position is recorded before it stops. When that track plays again, it resumes from the recorded position instead of restarting. The position is stored against the source that owns the track, so a scene track and a combat track each keep their own place independently.

The Fade Duration setting controls a crossfade between the outgoing and incoming tracks. With it set to zero, each sound uses its own fade setting instead. See Settings.