musicChangeTrack⚓︎
The musicChangeTrack event when the game is changing to play a new piece of music.
--- @param e musicChangeTrackEventData
local function musicChangeTrackCallback(e)
end
event.register(tes3.event.musicChangeTrack, musicChangeTrackCallback)
Tip
This event supports blocking by setting e.block to true or returning false. Blocking the event prevents vanilla behavior from happening. For example, blocking an equip event prevents the item from being equipped.
Tip
An event can be claimed by setting e.claim to true, or by returning false from the callback. Claiming the event prevents any lower priority callbacks from being called.
Event Data⚓︎
context(string): Read-only. A short lowercase string that describes why the music is being played, to give more context.exploreandcombatvalues mean the game has chosen a new background music to play.titlewill play (and loop) on the main menu.levelwill play whenever the player has rested and is ready to level up.mwscriptmeans a script has used theStreamMusicmwscript command.deathmeans the player has died.luameans that a lua script has requested new music.crossfade(number): The number of milliseconds of crossfade that will be used to blend the current music to the new music.music(string): The track that will be played. This can be changed to a new path, but it must be valid. Note that unlike themusicSelectTrackevent, this value is not relative toData Files\music.situation(tes3.musicSituation): Read-only. Maps totes3.musicSituation, indicating combat, non-combat, or scripted music.volume(number): The volume of the track to be played, ranging from0.0to1.0. This can be modified.