Glossary
Core Entities
Section titled “Core Entities”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 System
Section titled “Trigger System”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 Composition
Section titled “Clip Composition”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 Structure
Section titled “Cue Structure”Cue — A composed piece with a timeline, sections, and captured performances.
Cue Section Role — Structural function: intro, body, escalation, climax, outro, transition.
Sample Workflow
Section titled “Sample Workflow”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.
World Scoring
Section titled “World Scoring”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
Section titled “Automation”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.
Library
Section titled “Library”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.
Export
Section titled “Export”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.