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In Game GUI |
Index |
If you do not want to deal with any config files or having to learn the text structure of yet another complex mod, don't worry! This mod comes with a built-in gui to help you edit your song selection. By default you can open the GUI with R, but that can be changed via the keybind menu. The gui has descriptions for ever... |
I would still recommend reading the Triggers section under Important Concepts to get a grasp of how the basic logic behind the mod works even if you are only using the In Game GUI, however. |
Important Concepts |
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Before getting into the specifics of how things work, there are some things that will be referenced throughout the entire page that are important to know. |
Triggers |
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A trigger is basically an in-game event that you can attach to a song to control when that song is able to play. There are many different triggers that are able to be accessed, but the most important thing to note is that there are 2 different types |
Simple Triggers |
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A simple trigger is a trigger that can only accept a few different parameters and may not require any to be present at all in some cases. These are the easiest to use "as is" and do not require much configuration |
Trigger Holders |
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A trigger holder is a type of trigger that can have sub-triggers. These sub-triggers are denoted by the use of the identifier parameter. When defining an instance of a trigger holder it must have an identifier present, or that trigger will fail to load in. Identifiers are completely arbitrary, meaning it does not matte... |
Parameters |
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A parameter is simple a variable type that can be defined for a specific object. For example, volume for songs, fade values for triggers, and triggers for songs are all different parameters. These can be string, numbers, boolean values, or lists. Note that Music Triggers will assume lists are composed of string values.... |
TOML Files |
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Most of the config files are TOML files, so it may be helpful to familiarize yourself with the format works before getting into specific configurations of the mod. You can read a full description about the TOML format here, but there are a few niche things about how Music Triggers parses TOML files which are a bit pick... |
Tables |
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A table in a TOML file is essentially a string header that will point to variables (parameters) and other nested tables. Each table will consider all lines that come after it which have an extra tab (or 4 spaces) as being under the table until a line that it not blank and not a comment is reached which does not meet th... |
[parent] |
[parent.child] |
nextVar = "thing2" |
As an additional example, in the following block thing1, child, and thing2 are all under the table parent, but thing3 does not meet the spacing requirements, which makes thing2 the last line if the parent table. Also note that thing2 is not under child as it would need an additional level of spacing. |
[parent] |
thing1 = 1 |
[parent.child] |
thing2 = true |
thing3 = "differentThing" |
Keep in mind that tables cannot contain spaces! In the context of Music Triggers, this is relevant to channel names and song names, so if something is inexplicitly breaking or the output of the in-game GUI looks weird, make sure to double check those do not have spaces. |
If you need to reuse a table name within the same hierarchal level of the TOML file, the tables need to be double bracketed. By the same hierarchal level , it means a table with the same name under a parent, or a table at the top level of the file with the same name. For example, the child table here is used twice unde... |
[parent] |
thing1 = 0.78 |
thing2 = false |
[[parent.child]] |
thing3 = "this" |
[[parent.child]] |
thing3 = "that" |
but in the case of the same child name being used for a different table, double bracketed are not needed. |
[parent1] |
[parent1.child] |
[parent2] |
[[parent2.child]] |
[[parent2.child]] |
In the case of Music Triggers, this is most prevalent to when complex triggers are utilized, when songs are reused, or in the case of titles, images, commands, and toggles. Note that things will not break if you give all your tables double brackets, but it is still a useful thing to know as the in-game GUI will output ... |
Variables |
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Variables are what gets considered as a parameter. In the context the TOML format, it is the name of parameter and then = and then the variable. As dates are not used in the context of Music Triggers, the parameter types you should be familiar with are integers, decimal numbers, boolean values (true/false), string valu... |
[parent] |
intVal = 1235 |
decVal = -0.289 |
boolVal = true |
strVal = "thing" |
listVal = [ "elment1" "element2" "element3" ] |
[parent.child] |
Almost every number parameter in Music Triggers is able to be randomized. Instead of putting a number in, put a string in with the lower and upper bounds in like "lower:upper". For example if a fade_in parameter is set to "100:200" the actual fade_in value will be a number randomly selected between 100 and 200. Or if a... |
File Structure |
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When you run the game for the first time with the mod installed, all the base files should be generated under a folder called MusicTriggers in the config folder. All files the mod uses will be in that folder. |
Songs |
Index |
If you choose to use local audio files, you should drop them in a folder called songs under config/MusicTriggers. For more advanced use cases, you can set custom directories per channel, and those channels will check in the set directory for audio files instead of the default ones. A single channel is not allowed to ch... |
- MP3 |
- FLAC |
- WAV |
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