Song Trigger
Starts a specific custom song with a given Volume and Speed in the selected Channel.
Channels
Only one song can be played in a channel at a time. Audio will not cut when a song is replaced, as the track is replaced only when the new track finishes loading.
There are in total 5 playback channels, between ID 0 and 4.
Channel ID can be remapped.
Custom Song ID
Up to 21 unique Song IDs can be used per level, levels with more IDs will fail to upload unless whitelisted by RobTop.
Surprisingly, Custom Song ID can be remapped. Custom Song ID will not remap if activated when loading the level, and it uses ID 0 if no custom song is selected.
Remapped Song IDs are not displayed in the level's Songs & SFX list and do not count towards the level's song ID limit.
Custom Song ID can be remapped to any integer ID. Any .mp3 file in your songs folder with said ID as its name will be played, including negative IDs which are normally unused - this makes this feature ideal for NONGS.
Prep
Songs need to be loaded into memory first before playing, this can take a variable amount of time depending on your system performance and file sizes which can result in playback being noticeably delayed. Prep and Prep Load can be used to load the song early and play it when needed without delay.
Prep loads the track into the channel's memory without playing it, only one Prep can be active per channel, new activations replace previous ones. Playing a new track without Prep removes any active Preps for that channel. The track loaded by Prep will not stop or interrupt the channel's current playback.
If Prep Load is activated while the Prep track is still loading, the track will play as soon as it is fully loaded. Prep Load does nothing if activated with no Prep track, or after a non-Prep song activation.
Preps are not cleared upon level restart, preps from a previous attempt can be played in the current one if the level was not restarted from a checkpoint or from the end screen, otherwise the prep only stops the current track without playing a new one.
Loop
Makes the song continue looping instead of ending.
Playing a new song or using Stop Loop are the only ways to stop the loop.
Dont Reset
With Dont Reset, the track will not be reset and continue playing from the previous attempt when respawning from a checkpoint.
The track will pause on death and resume on respawn if the Options trigger's Audio On Death option is Off (default).
Start and End
Makes the song Start and End at a a given time in miliseconds.
If looped, playback is looped between Start and End. However, if Stop Loop is used then End is ignored and the song continues playing past the end point.
Milisecond Offsets
The Pause buttons next to Start and End can be used to get the milisecond offset of the song trigger's position from the start of the level.
In classic mode, all gameplay changes which affect the Music Playback line are taken into account for the offset calculation.
In platformer, all gameplay changes are ignored, including the level's default speed. The level is considered as having normal speed for the offset calculation.
Fade In and Out
Makes the song Fade In when starting and Fade out when ending.
Like Start and End, the time is given in miliseconds.
Fade In is applied only when a loop starts, not when it repeats.