using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# MUSIC & LOOPS: pump looping music onto the dance floor for every player.
#
# A Radio Device is built for curated, looping music. The pattern is different
# from a one-shot SFX: you REGISTER the agents who should hear it, then Play().
# Here we register every player as they join, so the whole club hears the set,
# and we Stop() cleanly if we ever need silence (an intermission, a boss line).
music_loop_device := class(creative_device):
# Wire a placed Radio Device here.
@editable
DanceFloorRadio : radio_device = radio_device{}
OnBegin<override>()<suspends> : void =
# Register everyone already in the match, then start the music.
Players := GetPlayspace().GetPlayers()
for (Player : Players):
DanceFloorRadio.Register(Player)
DanceFloorRadio.Play()
Print("Dance floor music started")
# Call this to register a late-joiner so they hear the set too.
AddListener(Player : agent) : void =
DanceFloorRadio.Register(Player)
# Drop the beat — silence the whole floor (e.g. for an announcement).
Verse Library
verse
02 Device
Implements a Radio Device class that registers players on join and manages looping background music playback.
verse-library/verse-sound-music-loops/02-device.verse
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