# This script fades out music when a player enters a zone.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Simulation/Tags }
# This is our main device class.
# Place it in the editor like any other device.
BossFightScript := class(creative_device):
# This is the trigger volume we placed in the editor.
# Drag your Trigger Volume device into this slot in the editor.
@editable
TriggerVolume : trigger_device = trigger_device{}
# This is the Audio Mixer device.
# Drag your Audio Mixer device into this slot in the editor.
@editable
AudioMixer : audio_mixer_device = audio_mixer_device{}
# note: audio_mixer_device manages sound buses via control bus mixes.
# Use ActivateMix/DeactivateMix to switch between mix presets configured
# in the editor. Volume changes must be wired via the Audio Mixer device's
# mix settings in the editor (e.g., set the mix to reduce music bus volume).
# This runs once when the game starts.
OnBegin<override>()<suspends> : void =
# Connect the trigger to our function.
# When someone enters, run 'OnPlayerEnter'.
TriggerVolume.TriggeredEvent.Subscribe(OnPlayerEnter)
Verse Library
verse
01 Device
Activates custom audio mix presets when players enter a trigger zone.
verse-library/using-audio-mixer-devices-in-fortnite-creative/01-device.verse
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