MrxMusic

Byte-for-byte identical to resident/MrxMusic โ€” see that page for full documentation of its functions, inheritance, and events.

In the shell context

This moduleโ€™s cue tables carry an explicit shell/pause state (bound to "mu_shell_01") for every faction and freeplay region right alongside the gameplay states โ€” MrxSound.EnterShellState()โ€™s _StartShellMusic() calls Sound.TransitionMusic("shell"), which resolves through these same bound cues. The main-menu music runs on the identical state machine used in missions, just parked on the โ€œshellโ€ state instead of โ€œexploreโ€/โ€actionโ€.


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