DrSavio - Persistent Music

Have you ever wondered why music and sounds stop when unloading and opening a new Level?

The Persistent Music Subsystem handles everything you need to have music persist from the moment your game Launches to the second you Quit Game!

This is the only music system you will need to have seamlessly transitioning and fully extendable music systems in your game for Unreal Sounds of any kind

  • Wav

  • MP3

  • SoundCues

  • MetaSounds

  • Anything deriving from USoundBase

What's Included

  • 3 core music handling functions

    • SetMusic

    • StopMusic

    • PlayMusicTrack

  • 3 getter functions to have direct control over the Audio Component

    • GetAudioComponent

    • GetCurrentMusic

    • GetCurrentSoundPlaying

  • 4 Event Dispatchers for event based logic when music changes, stops, tracks play or finish, etc.

    • OnMusicSet

    • OnMusicStopped

    • OnMusicTrackStarted

    • OnMusicTrackFinished

Technical Details

  • Designer Friendly :) — the Persistent Music Subsystem is designed to be used by designers and in Blueprints to control music based on any gameplay event from anywhere in your project.

    • No C++ is required to use this, and everything can be accessed and controlled directly in Blueprints.

  • Persistent Music is packaged into a optimized C++ plugin that is well commented, and easily extendable if your project needs it

    • It is made from a Game Instance Subsystem and requires absolutely no direct reference. It exists and initializes with the Game Instance and stays loaded until the game is closed. — It is never unloaded, and as long as the plugin is enabled you can always access and control Persistent Music from anywhere in your project (Blueprints or C++)

  • Yes, it does work in PIE and in packaged builds — If there are any issues with this please let me know

Thank you & I hope you enjoy using my plugin :)

NOTE: If you are using any third party audio plugins — Wise, FMOD, etc — this plugin may not be for you — It may pose as a good example for how to have audio persist throughout your game if you plan on building a similar music subsystem for Wise or FMOD support. — But if you are not experienced with C++, I would look for a specific plugin with blueprint support for whichever third party audio plugin you are using — I am not certain if Wise or FMOD has provided their own plugins. But the community has likely made similar plugins to handle this sort of system and I would look into those before making your own.