Reactional Music Documentation

website·Indexed 33 days ago

https://docs.reactionalmusic.com

Tools and plugins for enabling real-time, note-by-note interactive music in game engines. Includes comprehensive integration guides, API references, and performance benchmarks for Unity and Unreal Engine, as well as documentation for the Reactional Composer and In-Game Personalization.

Tokens
35.2K
Snippets
125
Records
349
Agent score
55%

What's inside Reactional Music

  1. Overview of Part Controls in Reactional Composer

    Part Controls allow developers to define musical changes and transitions that trigger automatically when entering or leaving specific sections of a composition. They are tied to the structural parts of a piece marked in the DAW project and are managed via the Part Controls tab in the main workspace. Each Part includes an ON START trigger (executes when entering a section) and an ON END trigger (executes when leaving a section).
  2. Overview of Reactional Composer

    Reactional Composer is an authoring tool used to create interactive music for games using the proprietary Reactional Theme format. It allows composers and audio directors to create dynamic music by importing DAW sessions directly, eliminating the need for special DAW plugins or manual music exports. The tool automatically analyzes the imported music to generate a Reactional Theme, which can then be previewed in a built-in player and exported to a game engine.
  3. Overview of Reactional Unity SDK Components

    The Reactional SDK for Unity provides a C# API and a Game Object Manager to connect Unity logic to the Reactional Engine. The SDK includes tools for both code-based and no-code sound design.
  4. Overview of the Reactional Platform

    Reactional is a searchable music delivery platform providing millions of globally-licensed, rights-cleared tracks and interactive Themes. It allows game developers to integrate dynamic music into their games via a core Engine available as a plugin for Unity and Unreal. The platform enables users to browse, preview, and bundle music that can drive in-game actions in real-time.
  5. Overview of Reactional B2C Music Monetization

    Reactional's B2C (Business-to-Consumer) solution allows game studios to integrate a music store directly into their games. This enables players to purchase dynamic, adaptive music tracks from a catalog of millions of professionally produced tracks. The system handles the revenue split between the studio, rights holders, and Reactional with zero upfront cost to the developer. Integration is achieved via Reactional's REST API and Game Engine Plugins, which provide functionality for catalog browsing, audio previews, purchase flows, and track management.
  6. Overview of Reactional Music for Unreal Engine

    Reactional provides a Blueprint Library API that connects to the Reactional Engine, allowing developers to integrate interactive audio into Unreal Engine. It is designed to work with Unreal's MetaSounds or third-party middleware like FMOD and Wwise. The system allows for bidirectional interaction: gameplay can react to music on a note-by-note basis, and music can react to gameplay via macro controls. Adaptivity is managed through 'Themes', which provide control over callbacks, key, pitch, tempo, beat, bars, and energy autonomy in real time.
  7. Understand Reactional Music Bundles

    Reactional Music uses a proprietary format to bundle selected Tracks and Themes into a single 'Bundle'. This bundle is used to integrate interactive music into game engines, regardless of whether the music was built from scratch using the Composer tool or sourced from existing assets on the Platform.
  8. Manage macro settings using Snapshots in Reactional Composer

    Snapshots allow composers to save specific combinations of macro settings within theme settings to be passed to the Platform and game developers. Snapshots can be created while a theme is paused or playing; however, if created while playing, the theme must be stopped for the snapshot to be properly saved (indicated by an hourglass icon).
  9. Understand Organizations in the Reactional Platform

    Organizations are collaborative entities in the Reactional Platform that act as central hubs for teams and companies. They allow multiple members to collaborate on music projects, share resources, and manage projects under a unified account structure.
  10. Manage shared organization tracks

    The Organization Tracks page allows you to manage audio tracks that are owned by the organization rather than a specific project. Tracks added at the organization level are shared across all child projects, enabling reuse of audio files without duplication. Any project created under the organization automatically has access to these tracks, which can be accessed via the TracksPanel in the Project Editor.
  11. Control per-sink performance parameters in Reactional Music

    The SinkAPI provides per-sink performance controls for the currently playing theme. These controls allow developers to override specific parameters—such as transpose, timing, and humanization—for an individual sink (performer) at a specific beat.
  12. Understand Reactional In-Game Personalization core concepts

    Reactional uses a hierarchical structure to manage music content and access:

    • Project: The top-level container representing a game and its associated music content. Managed via the Reactional Platform.
    • App: A set of credentials (App ID and App Secret) used by the game to access the REST API. Apps are created at the Project level. There are two types: 'Test' (for development, no charge) and 'Production' (for live environments, usage-based costs).
    • Client: An instance of the game connecting to the REST API via plugins. Each Client has a unique Client ID and Client Secret used for authentication. Clients are created via the Register a Client API.
    • Entitlement: A specific permission granted to a Client to access particular content (e.g., Reactional Tracks). Entitlements are created via the Create Entitlements API and incur costs based on the end-user's payment for the content.