Mood Vector #
The Mood Vector is a 5-dimensional vector, where each dimension can take values from 0 to 1. Each track is evaluated based on this vector. By default, the dimensions are Intensity, Energy, Tension, Dramatic, Emotion.
Depending on the type of game, the meaning of each dimension can be customized by renaming the Mood Labels under Settings → General.
How does mood influence music selection? #
Throughout the game, there is a global mood state that is fundamentally composed of three components:
- A contribution from static mood zones
- A contribution from dynamic mood zones
- A contribution from
Tracked Values, such as the player’s health, which can be subscribed to via script
The more drastically the overall mood state changes, the more likely it is that the currently playing music will change.
What are static mood zones? #
This tool is designed to let you “paint” the mood of your game world—deciding which atmosphere dominates in which areas. If a location is meant to feel darker, for example, you can increase values like Tension and Dramatic in that area.
These values usually do not change over the course of the game; they remain constant and do not move. However, you are not restricted from adjusting them at runtime if needed. In the MoodZones chapter, both the editor and the runtime data are described in more detail.
What are dynamic mood zones? #
Dynamic mood zones behave differently: they can change their position at runtime. A good example is enemies that move around and have dynamic mood zones assigned to them. As the player approaches an enemy, the music might increase in intensity—and decrease again as the player moves away.
In the examples, there is a prepared scene that demonstrates exactly this behavior (Dynamic Zoning Sample Scene).
What are Tracked Values? #
Explained again with an example: a player has health. If this value drops drastically, the music should adapt to the situation. As the player’s health increases again, the music can relax accordingly.

