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In Game GUI
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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 everything to help in building configurations.
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 matter what your identifier is as long as it is some kind of string value. It might be a good idea for it to be associated with what the trigger is trying to accomplish though. Identifiers are also unique to that specific trigger, which means using an identifier that has already been defined by another trigger makes no difference.
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. Anything that is a string should be in quotes, but otherwise they are unnecessary.
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 pickier than that page might say.
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 the spacing requirements. Defining a child table under one of a higher level should be done like:
[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 under parent and needs double brackets
[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 the least brackets it can when it writes information to files.
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 values, and lists. Numbers and boolean values can be input as is, but strings need to be surrounded by quotation marks ("). List values are surrounded by brackets and are not allowed to span across multiple lines. Since Music Triggers does not utilize lists much it assumes all list values are strings and should therefore be in quotes. Below is an example of all the different accepted variable types:
[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 volume is set to "0.9:1.0" for a song it will have a volume between 90%-100% when played
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
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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 check 2 separate folder, but you are allowed to have multiple channels checking the same folder. The sound files themselves can be any of the following formats
- MP3
- FLAC
- WAV
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