These begin when the game events drive the music intensity value higher than the Laning track values. Like the Laning tracks, Battle tracks are shuffle-selected by the music engine. Any Battle track can interrupt any Laning track. Though it’s rare for a battle to last for more than 30 seconds, Battle tracks should be able to loop in musically pleasing fashion. However, the entire file need not loop if pick-up beats are used at the top of the composition. The music engine can seamlessly loop back to any point in the file.

These begin when the game events drive the music intensity value higher than the Laning track values. Like the Laning tracks, Battle tracks are shuffle-selected by the music engine. Any Battle track can interrupt any Laning track. Though it’s rare for a battle to last for more than 30 seconds, Battle tracks should be able to loop in musically pleasing fashion. However, the entire file need not loop if pick-up beats are used at the top of the composition. The music engine can seamlessly loop back to any point in the file.

Though Battle tracks need to loop, each track also requires a short end segment or coda lasting one or two bars that will play when the battle is over. This segment can also have a pick up beat if needed as well; the music engine will properly align the downbeat and crossfade the end segment in over the Battle track in a musical fashion.

Though Battle tracks need to loop, each track also requires a short end segment or coda lasting one or two bars that will play when the battle is over. This segment can also have a pick up beat if needed as well; the music engine will properly align the downbeat and crossfade the end segment in over the Battle track in a musical fashion.

The active Battle track will be stopped by the Killed track if the player’s hero dies. If the hero survives the battle and the intensity of the match returns to Laning levels (for example, when a fight is over), the music engine will queue and play the appropriate battle_XX_end file at the next musical transition point, usually a bar line.

You are encouraged to include markers or regions as well as loop points or other standard metadata in your Battle Track wav files to indicate your preferred transition points and to indicate the bpm value of the track.