public record class MusicSegmentOne piece of music, and what follows it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A segment is a clip with a tempo written on it. The tempo is not derived from the audio and cannot be — it is what the composer wrote, and it is the only thing that makes a bar line a real position rather than a guess. A segment whose declared tempo disagrees with its recording will transition in the wrong place, which is a content mistake this cannot detect and which is why the value belongs beside the clip rather than in the player.
Next is what makes a sequence rather than a playlist. An intro that names a loop, and a loop that names itself, is the whole structure of most game music — and it is arranged so that gameplay says nothing at all until it wants something to change.
Fields and properties (8)
public string NameWhat it is called, and what a transition names it by.
public AudioClip? ClipThe audio.
public MusicTempo TempoHow fast it is, and how it is counted, where it begins.
public MusicTempoChange[] TempoChangesWhere it changes tempo or metre, if it does.
public bool SustainsWhether it vamps here rather than moving on, until gameplay releases it.
public int LoopCountHow many times it repeats before moving on. Zero plays it once; negative is forever.
public string NextWhich segment follows when this one runs out. Empty stops.
public MusicMarker[] MarkersNamed places in it, for gameplay to hang on.
Used by (3)
- MusicPlayerVixen.Audio
- MusicPlayerTestsVixen.Audio.Tests
- MusicSegmentAssetVixen.Audio