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Glossary

Audio Asset — A file reference with metadata: kind (loop, oneshot, stinger, ambient), duration, BPM, key, tags, and source type.

Stem — A playable layer within a scene, bound to an audio asset with a role (base, danger, combat, boss, recovery, mystery, faction, accent).

Scene — A named musical state composed of stem layers. Scenes represent the music for a game context.

Layer (SceneLayerRef) — A reference to a stem within a scene, with order, gain, mute, section role, and intensity settings.

Trigger Binding — A rule that maps runtime game state to a scene with priority-based resolution.

Trigger Condition — A single comparison: field, operator (eq, neq, gt, gte, lt, lte, includes), value.

Transition Rule — How music moves between scenes: immediate, crossfade, bar-sync, cooldown-fade, or stinger-then-switch.

Clip — A composed musical idea with notes, lanes, variant data, and instrument assignment.

Variant — An alternative version of a clip for a specific intensity or context, enabling adaptive layering.

Cue — A composed piece with a timeline, sections, and captured performances.

Cue Section Role — Structural function: intro, body, escalation, climax, outro, transition.

Sample Slice — A region within an audio asset defined by start and end times.

Sample Kit — A collection of slots mapping MIDI pitches to sample slices.

Sample Instrument — A pitched instrument from a single audio source with root note and playable range.

Motif Family — Thematic variants linked to scenes, carrying musical ideas across game contexts.

Score Profile — Sonic identity: tempo range, intensity range, key/scale, palette tags.

Cue Family — Cues grouped by role with linked scenes and motif families.

Score Map Entry — Top-level mapping of musical identity to a game context.

Derivation Record — Lineage tracking: “entity B was derived from entity A using transform X.” Supported transforms: intensify, resolve, darken, brighten, simplify, elaborate, reharmonize.

Automation Lane — Timed value points for a specific target parameter.

Macro Mapping — High-level parameter (intensity, tension, energy) driving multiple targets.

Section Envelope — Automation shape tied to a cue section role.

Automation Capture — Recording of automation values over time from live performance.

Template — Reusable starting point for creating entities.

Snapshot — Frozen state of an entity at a moment in time.

Branch — Independent entity created from a snapshot, preserving lineage.

Favorite — Lightweight bookmark referencing any entity.

Collection — Named group of favorites.

Compare — Field-by-field diff between two entity states.

Soundtrack Pack — The complete authoring document (source of truth).

Runtime Pack — Stripped-down deployment artifact for game engines.

Runtime Music State — Game state shape for trigger binding evaluation.