Modding:Jukebox tracks
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This page describes how the game stores and parses jukebox tracks. This is an advanced guide for mod developers.
Format
Jukebox audio tracks can be changed by editing the Data/JukeboxTracks data asset.
This consists of a string → model lookup, where...
- The key is the audio cue ID to play (case-sensitive).
- The value is a model with the fields listed below.
If the player has heard a music track not listed in Data/JukeboxTracks, it's automatically available with the title set to the cue name. To disable a track, add an entry with "Available": false.
field | effect |
---|---|
Name | (Optional) A tokenizable string for the music track's in-game title. Defaults to the ID. |
Available | (Optional) Whether the track should be shown in the jukebox menu. This can be true (always shown), false (never shown), or null (show if the player has heard it before). Default null.
Tracks with "Available": true are listed first in the jukebox menu. |
AlternativeTrackIds | (Optional) A list of other cue names for this audio track (not case-sensitive). If the player has heard any of these track IDs, this entry is available in the menu. Default none.
For example, this can be used when renaming a track to keep it unlocked for existing players: "{{ModId}}_TrackName": {
"Name": "{{i18n: track-name}}",
"AlternativeTrackIds": [ "OldTrackName" ]
}
|