Nonfigure Studio - BeatSync Toolkit | Dynamic Music System

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🔥BeatSync Toolkit (UE5) Beat & Bar-Synced Adaptive Music System 🔥

Make your game music hit EXACTLY on the beat. BeatSync Toolkit is a Blueprint-first adaptive music system for Unreal Engine 5 that lets you control Music States, Layers, Playlists, Zones, and Intensity with clean musical timing.

VERSION 5.3+

Works with a single music file (no stems required) and supports stems/layers when you have them
✅ No audio middleware required
✅ No custom GameInstance required
✅ No manual references global Blueprint nodes find the Conductor automatically
✅ Just place BP_BST_Conductor in your level, assign a profile, and drive music from anywhere

🎯 Key Features

🎼 Music States (Explore, Combat, Calm, Tension…)
Switch instantly or quantized to the next bar for cinematic transitions.

🎚️ Music Layers (Drums, Bass, Harmony, Melody, FX)
Layers blend via volume fades (no messy restarts). Add/remove layers at runtime, optionally snap to next bar.

🔁 Playlists per State
Each State can have multiple tracks. The Conductor can auto-advance with smooth transitions.

Intensity (0..1)
Drive music energy with a simple value. Optional smoothing + hysteresis for stable, musical ramps. Optional curves for expressive dynamics.

🔒 Track Lock
Lock the currently playing track (boss fights, scripted moments) so auto-advance stops until unlocked.

🧠 Zone-Based Music (Optional)
Use BP_BST_MusicZone volumes for location-driven rules:

  • ⭐ Priority system (nested zones supported; top zone wins)

  • 🎭 Zone State Override (force a State while inside)

  • 🎛️ Extra Layers on top of gameplay music

  • ⏱️ Optional bar-quantized zone layer changes

Event-Based Control (Anywhere)
Global Blueprint nodes (BFL_BST): Set State, Add/Remove/Clear Layers, Set Intensity, Lock/Unlock, optional bar-quantize.

🧪 BONUS CONTENT INCLUDED

🏰 10 Medieval Music Tracks (full mixes + 2 separated stems)
Perfect for learning, prototyping, demo maps, and high-quality placeholder music.

🛠️ Quick Setup

  1. Drop BP_BST_Conductor into your level

  2. Assign a Music Profile

  3. Control music via BFL_BST nodes
    (Optional) Add BP_BST_MusicZone volumes
    Done. ✅

🔧 Technical Details


✅ Blueprint-only (no C++ required)
✅ No Quartz dependency
✅ Timer-based beat/bar clock (BPM + Beats Per Bar)
✅ Supports multiplayer (client-side music playback)