using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is our main Script Device.
# Think of it as the "Brain" that controls the Audio Mixer.
class StealthAudioScript is functional_game_script()
# We need a reference to the Audio Mixer device.
# In the editor, you'll link this to the Audio Mixer you placed.
audio_mixer_device: audio_mixer_device = audio_mixer_device{}
# We also need a Timer to simulate the "Prep Phase" ending.
# Link this to a Timer device in the editor.
timer_device: timer_device = timer_device{}
# This function runs when the game starts.
# It's like the "Battle Bus" dropping off players.
OnBegin<override>()<suspends>: void =
# First, let's make sure the footsteps are MUTED.
# We do this by activating the mix we set up in the editor (Volume 0.0).
# Since we unchecked "Activate on Game Start" in the editor,
# we have to call this manually to set the initial state.
audio_mixer_device.ActivateMix()
# Print a message to the debug console so we know it worked.
Print("Stealth Mode ON: Footsteps are muted!")
# This function is called when the Timer finishes.
# Link the Timer's "On Finish" event to this function in the editor,
# OR we can handle it in code if we started the timer ourselves.
Verse Library
verse
01 Fragment
Activates a specific audio mix to mute or adjust sound volumes at runtime.
verse-library/audio-mixer-api/01-fragment.verse
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