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The Xbox One™, PlayStation® 4, iOS, and Android platforms allow their game players to replace the game music with their own. For all platforms, you must enable the Mute for Background Music option on all the busses you want to mute when the user's music starts. Multiple busses can be selected and this is not restricted to music busses.
To assign a bus to a platform's background music option:
Load an Audio Bus into the Property Editor.
Select the Mute for Background Music option.
This bus will now be muted when users start their music through the console's music player.
The behavior of Mute for Background Music is slightly different on each platform. Also, additional programming needs to be done at the initialization of the sound engine.
Android: The Mute/Unmute action will occur only when the user switches from the music player app to the game. This means that there is no "Unmute" if the user music finishes by itself.
iOS: If the AudioSession flag "MixOther" is set in the sound engine initialization settings, the Mute/Unmute action will occur only when the user switches from the music player app to the game. This means that there is no "Unmute" if the user music finishes by itself. On iOS 8 and later, if the AVAudioSessionCategoryAmbient category is used, muting and unmuting of the game music will occur for all application audio interruptions.
Xbox One and PS4: The manufacturers added a DVR function that allows the gamer to record games and publish them. This raised a few legal issues regarding the copyrighted music that might be part of the game audio, or user-replaceable music. While the game studio have the rights to use the music in their game, the end-user doesn't have the rights to distribute it in any form. Thus the TCRs require that background music should not be recorded. The cost-effective solution (CPU wise) for this problem is to mix the music separately from the rest of the game. This is done using the Secondary Output feature.
The only thing needed in the Authoring tool is to route the music objects to the Master Secondary Bus or any other bus under it. If your game is also playing sounds on the game controllers, your project also uses this bus hierarchy for the controller sounds. Do not worry about the music being mixed with the controller sounds or vice-versa, it won't be. There is an additional step for final routing decisions made through the Listener/Game Object pairings. This is setup by the game programmer. So just as each player doesn't have the same sounds mixed in each of their controllers, the music will be sent to a different mixing structure internally. See Understanding Secondary Outputs for more information.
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