Vaeneth Music — Adaptive Music for Unreal Engine 5
Scripted music tells you when to start. It never tells you when to stop.
Vaeneth Music inverts it. Zones and enemies propose a state with a priority; the subsystem decides which one wins. Leave the zone or kill the last enemy and the score falls back on its own — you never script the way back.
The track changes with the game state, honouring transition rules you author: immediate, crossfade, or layers-only.
Stems fade in and out on a single 0–1 intensity value. Each layer declares its own window and fade time. No Tick involved.
Overlapping zones, active threats and scripted overrides resolve by priority, re-evaluated on every change.
Music states and transition rules.
Stem layers.
Music zones.
A drop-on-an-enemy threat component with distance and line-of-sight detection.
Stackable ducking so a cutscene inside a dialogue doesn’t fight it.
Diegetic world sources that duck the score inside their radius.
Music that survives Open Level without a restart.
Save and restore, including playback position.
A listener interface to drive VFX, UI or camera from the score.
An in-game diagnostic overlay.
Walk a corridor and hear every mechanism in under two minutes. Debug keys step the intensity by hand, so you can audition the vertical remix without spawning a single enemy.
Every system is a Blueprint you can open and change. A small C++ facade exists only so that no node asks you for a world context — you never need to write or read C++.
Demo audio included under CC0 1.0.
Requires Unreal Engine 5.7.