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Commissioned Module Update

This module was updated as part of a commission. Any further updates beyond new core compatibility is subject to a monetary contribution. Issues for new features will be assigned a value based on complexity.

Video Game Music

GitHub release GitHub Downloads (specific asset, all releases) GitHub Downloads (specific asset, latest release)

Foundry Version

Supporting The Module

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Overview

Video Game Music adds context-aware music to FoundryVTT. It automatically switches between area and combat music based on game state, tracks playback position so music resumes where it left off, and crossfades between tracks.

Features

  • Area & Combat Music — assign playlists per-scene for exploration and combat
  • Per-Token Themes — give individual tokens their own combat music via Token Config
  • Priority System — control which music wins when multiple sources apply
  • Fallback Modes — configurable behavior when the active combatant has no theme
  • Crossfade — adjustable fade duration for smooth transitions between tracks
  • Position Memory — tracks resume from where they were interrupted
  • Suppression — toggle area or combat music on/off with hotkeys or scene controls

Installation

Install through Foundry's module browser, or paste the manifest URL:

https://github.com/Sayshal/vgmusic/releases/latest/download/module.json

Setup

  1. Scene music — open Scene Config, click the music configuration button to assign area and combat playlists
  2. Token music — open Token Config (or Prototype Token), find the music button in the Identity tab to assign combat themes
  3. Linked token override — linked tokens can optionally use their own music instead of the actor's prototype config
  4. Default music — set a world-level fallback in module settings
  5. Settings — configure silent combat mode, fade duration, and suppression hotkeys

Settings

Setting Description
Silent Combat Music Mode What plays when the active combatant has no theme (highest priority, last actor, area music, or generic combat)
Fade Duration Crossfade time in seconds (0 = use per-sound fade)
Default Music World-level fallback combat playlist

Support

About

Your scene's music switches to combat tracks when a fight starts and back to exploration music when it ends, just like a video game! Assign playlists per scene or give individual tokens their own battle themes, and any track that gets cut off resumes where it left off instead of restarting.

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