The Radio is a device you can use to play various existing Fortnite music pieces. While it is similar in execution to the Speaker, the Radio is more focused on song audio as opposed to musical accents and sound effects.
There are some ambient sound effects in the Radio as well, but these tend to be longer sound effects that are looped to form a background of sound.
Finding and Placing the Device
- From Create mode, press the Tab key to open the CREATIVE inventory screen.
- Click the DEVICES tab and scroll to select the device. You can also use the Search box or the Categories panel on the left to find your device.
- Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
- Press Esc to return to your island in Create mode. Use your phone tool to position the device, then left-click to place it. Press Esc to detach the device from your phone.
- Point at the device with your phone. If the CUSTOMIZE popup doesn't open immediately, move closer until it does, then press E to open the CUSTOMIZE panel.
If you're using multiple copies of a device on an island, it can be helpful to rename them. You can choose names that relate to each device's purpose, so it's easier to remember what each one does.
Device Options
You can configure the Radio device to play different tracks, to adjust the volume and audio distance, and to determine who can hear it and when. You can also decide whethr it affects devices from the Visualizer gallery.
You can configure this device with the following options.
Default values are in bold.
Basic Options
Option | Value | Description |
---|---|---|
Audio Track | Fortnite, Pick a song | Selects the audio track for the radio to play. |
Volume | Very Low, Low, Default, Loud, Very Loud | Sets the volume of the radio. |
Visible In Game | Yes, No | Determines whether or not the device will be visible during the game. |
List of Audio Tracks
This section lists all the available music and sound effect options available in the Audio Track option. The songs and sound effects have been separated in the tables below, so the order here is not exactly the same as the order in the Customize panel.
While we strive to keep our documentation as up-to-date as possible, these selections may change frequently. This section is intended to give you a rough idea of what sounds are available so you don't have to go through each and every track to find one that fits your needs.
Audio Tracks — Songs | ||
---|---|---|
Fortnite | Fortnite Remix | Exploration 1 |
Exploration 2 | Combat 1 | Combat 2 |
High Threat | High Action | Elec Stealth |
Elec Jazz | Elec Altitude | Elec Cruisin |
Elec Groove | Hip Hop | Bunker Jam Remix |
Synthwave 1 | Synthwave 2 | Haunted Hotel |
Night Ambient | Slasher Camp | Low Threat |
Spooky Endgame Loop | Spooky Hunter Loop | Spooky Hunted Loop |
Spooky Evil Fairground | Spooky Fairground Loop | Spooky Graveyard Loop |
Spooky Base Graveyard Loop | Spooky Hall of Mirrors Loop | Spooky Waiting Room Loop |
Spooky Threat Loop | Spooky Evil Tutorial Loop | Spooky Good Tutorial Loop |
Spooky Underwater Loop | Fantasy Calm | Fantasy Tense |
Fantasy Despair | Fantasy Journey | Fantasy Action |
Fantasy Upbeat |
Audio Tracks — Sound Effects | ||
---|---|---|
Ambient Bats | Ambient Creaking 1 | Ambient Creaking 2 |
Ambient Creaking 3 | Ambient Creaking 4 | Ambient Creaking 5 |
Ambient Creaking 6 | Ambient Crickets | Ambient Drips |
Ambient Fire 1 | Ambient Fire 2 | Ambient Floorboards 1 |
Ambient Floorboards 2 | Ambient Floorboards 3 | Ambient Insects |
Ambient Soundscape 1 | Ambient Soundscape 2 | Ambient Soundscape 3 |
Ambient Voices | Ambient Wind 1 | Ambient Wind 2 |
Ambient Wind 3 | Ambient Wind 4 | Ambient Wind Whispers |
Dark Tilted-Action | Dark Tilted-Exploration | Spooky Hall Loop |
Spooky Hall Base Loop | Spooky Hall Bubble Loop | Spooky Hall Lightning Loop |
Spooky Hall Rain Loop | Spooky Fairground Base Loop | Spooky Fairground Rides Loop |
Spooky Graveyard Crows Loop | Spooky Graveyard Rain Loop | Spooky Base Hall of Mirrors Loop |
Spooky Rain Hall of Mirrors Loop | Spooky Waiting Room Ambient Loop | Spooky Base Underwater |
Spooky Groan Loop | Spooky Pit Loop | Spooky Screams Loop |
All Options (Additional)
Option | Value | Description |
---|---|---|
Play During Waiting for Players | Yes, No | Determines whether the radio is heard during the Waiting for Players phase. This setting only affects published islands. |
Play During Game Countdown | Yes, No | Determines whether the radio is heard during the Game Countdown phase. |
Play During Gameplay | Yes, No | Determines whether the radio is heard during the Gameplay phase. |
Play During Round End | Yes, No | Determines whether the radio is heard between rounds. |
Play During Game End | Yes, No | Determines whether the radio is heard during the post-game results phase. |
Audio Distance | 10, Pick another distance, Whole Island | Sets the range (in tiles) at which the radio can be heard. |
Visualization | On, Off | Determines whether this radio can affect objects from the Visualizer Gallery. |
Play At Location | Device, Instigator | Determines if the audio is played from the device location or the instigating player's location. |
Can Be Heard By | Everyone, Instigators Only, Non-Instigators Only | Determines who can hear the sounds played from the radio. |
Channels
When one device needs to "talk" to another device, it does so by transmitting a signal on a specific channel. The receiving device needs to be set up to receive the signal on the same channel.
A channel is identified by a number, and channel numbers are customized for a device under the option that uses the channel. Most devices will also pass the identity of the player who triggered the device with the signal.
The Radio device can start or stop playing when it receives a signal on a channel. It can also register or unregister an instigator. The Radio device does not transmit on channels.
Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel.
Option | Values | Description |
---|---|---|
Play When Receiving From | No Channel, Pick a channel or enter a channel number | Starts playing when it receives a signal from the selected channel. |
Stop When Receiving From | No Channel, Pick a channel or enter a channel number | Stops playing when it receives a signal from the selected channel. |
Register Player When Receiving From | No Channel, Pick a channel or enter a channel number | Registers the instigating device. |
Unregister Player When Receiving From | No Channel, Pick a channel or enter a channel number | Unregisters the instigating player as a target for the Radio to play audio from when activated. |
Unregister All When Receiving From | No Channel, Pick a channel or enter a channel number | Unregisters all players as a target for the Radio to play audio from when activated. |
Transmitters
The Radio device does not transmit any messages, it only receives them.
Design Examples
Here are some examples of how you can use the Radio device.
Jukebox Radio
Radio devices can offer great background music during your island experience. Using a Sequencer device, it's possible to have multiple songs play on a loop, providing a varied playlist.
You will need the following devices.
-
Place a Sequencer device outside the play area. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Looping | Infinite | The sequencer will infinitely loop through its volume. |
Tempo (BPM) | 8 | A placeholder amount determining the speed of the sequencer pulse, allowing it to clear four tiles in roughly thirty seconds for demonstration purposes. The BPMs should be significantly slower in actual gameplay use. |
Activate On Game Phase | Game Start | The sequencer automatically activates at the start of the game, activating the triggers to begin playing music. |
-
Place a radio beside the sequencer. Customize the following settings.
Option | Value | Description |
---|---|---|
Audio Track | Hip Hop | The song played by the radio. You can set this to whichever song you prefer. |
Audio Distance | Whole Island | The song played by the radio is audible on the entire island, regardless of player proximity to the radio device. |
Play When Receiving From | Channel 1 | The signal from the sequencer trigger device that starts playing the song. |
Stop When Receiving From | Channel 2 | The signal from the sequencer trigger device that stops playing the song. |
-
Copy the radio and place a second beside it. Customize the following settings.
Option | Value | Description |
---|---|---|
Audio Track | Synthwave 2 | The song played by the radio. You can set this song to whichever you prefer. |
Audio Distance | Whole Island | The song played by the radio is audible on the entire island, regardless of player proximity to the Radio device. |
Play When Receiving From | Channel 3 | The signal from the sequencer trigger device that starts playing the song. |
Stop When Receiving From | Channel 4 | The signal from the sequencer trigger device that stops playing the song. |
-
Place two Trigger devices in the sequencer's first volume tile directly adjacent to the edge, one beside the other. Customize the first to the following settings.
Option | Value | Description |
---|---|---|
Trigger Sound | Disabled | The Trigger device makes no sound when activated. |
When Triggered Transmit On | Channel 1 | Transmits a signal to begin playing the song on the first radio. |
-
Customize the second Trigger device beside the first to the following settings. These will activate at the same time, seamlessly swapping the active song.
Option | Value | Description |
---|---|---|
Trigger Sound | Disabled | The Trigger device makes no sound when activated. |
When Triggered Transmit On | Channel 4 | Transmits a signal to stop playing the song on the second radio. |
-
Halfway down the sequencer volume, roughly two tiles, place another two Trigger devices. Set one directly beside the other so the sequencer activates both at the same time. Customize the first to the following settings.
Option | Value | Description |
---|---|---|
Trigger Sound | Disabled | The Trigger device makes no sound when activated. |
When Triggered Transmit On | Channel 2 | Transmits a signal to stop playing the song on the first radio. |
-
Customize the second trigger device beside the first to the following settings. These will activate at the same time, seamlessly swapping the active song.
Option | Value | Description |
---|---|---|
Trigger Sound | Disabled | The Trigger device makes no sound when activated. |
When Triggered Transmit On | Channel 3 | Transmits a signal to start playing the song on the second radio. |
You now have a jukebox that will continuously swap between playing two songs.
You should extend the volume's depth considerably if you want more playtime, and set the BPM much slower, down to 1. You can also use a Random Number Generator instead of triggering specific Radio devices to shuffle the playlist. Additional Radio devices can be added in the same manner above, with a new trigger turning off the prior song and activating the next one.
Hidden Room
The music coming from a radio is directional, and within exploration or adventure games, this can be used to clue players in to find specific locations, or can also be used in escape rooms as a clue for where to investigate.
You will only need a Radio device for the following example.
-
Build your area with a hidden room easily missed if passing it in a normal manner. Inside, place a Radio device and customize it with the following settings.
Option | Value | Description |
---|---|---|
Audio Track | Slasher Camp | The song played by the radio. You can set this to whichever you prefer, or simply use ambient audio instead. |
Audio Distance | 5 | How far away the Radio device can be heard. |
Volume | Very Loud | How loud the Radio device plays the audio. |
The audio will play constantly, clueing in players to stop and investigate closer for the source when it is not readily apparent.
Add a bend or loop around the hidden room to make the directional sound more apparent. You can also hide consumables or weapons within it to make the room optional, or make it an easter egg with an Accolades device reward for finding them to add more island engagement.
Elimination Streak Radio
One option for a radio is you can play it at the location of a player under trigger conditions. In this case, once a certain number of monsters have been eliminated, the radio will be activated and begin playing celebratory music.
You will need the following devices.
- 1 x Radio
- 1 x Tracker
- 1 x Timed Objective
- 1 x Trigger
- 1 x Creature Spawner
- 1 x Class Designer
-
Build a simple arena for your Creature Spawner to populate in. Place the Creature Spawner in the middle and customize the following settings.
Option | Value | Description |
---|---|---|
Number of Creatures | 5 | The number of creatures spawned by the Creature Spawner at one time. |
Total Spawn Limit | 5 | Maximum number of creatures spawned by the Creature Spawner in total. |
Invincible Spawner | On | The Creature Spawner is invincible and does not lose durability from damage. |
Spawner Visibility | Off | The Creature Spawner is invisible to the player in-game. |
Damage Spawner After Spawn | Off | Spawning creatures from the Creature Spawner does not damage the device. |
Spawn Through Walls | Off | Line of sight is required by the Creature Spawner to spawn a creature, confining them to the arena. |
Preferred Spawn Location | Random | Anywhere within the valid range around the Creature Spawner can spawn creatures. |
-
Next, build a Tracker anywhere on your island. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Target Value | 5 | The number of creature eliminations needed to activate. |
Non Player Eliminations Count | Yes | Eliminating creatures counts towards Tracker device progress. |
When Complete Transmit On | Channel 1 | After all 5 creatures are eliminated, this transmits a signal on Channel 1 to play the elimination streak music and set the timed objective device. |
-
Add a Timed Objective device anywhere on your island to determine the duration of the elimination streak music.
Option | Value | Description |
---|---|---|
Time | 30 Seconds | Duration of the Timed Objective device countdown. |
Visible During Game | No | If it's possible for players to see your device in an arena, make sure to set it invisible. |
Countdown Visible On HUD | No | The 30-second countdown is not displayed on the HUD. |
Audio Effects | Off | The normal sound effects for the timed objective device are disabled. |
Activation Sound | Off | The activation sound effect for the timed objective device does not play. |
Start When Receiving From | Channel 1 | The countdown begins when the elimination streak from the Tracker is finished. |
When Completed Transmit On | Channel 3 | Turns off the radio to end the elimination streak music after the elapsed time. |
-
Next, add a Trigger device anywhere on your island. This will add a mild delay between registering the Radio and playing it. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Delay | 1 Second | The trigger device waits one second before transmitting after being activated. |
Trigger Sound | Disabled | The sound effect for the Trigger device activating does not play. |
Visible In Game | No | If players might see background devices like this, make sure to set them invisible. |
Trigger When Receiving From | Channel 1 | Activates the device upon the elimination streak being accomplished to delay playing the radio to register the player as an instigator. |
When Triggered Transmit On | Channel 2 | Transmits the signal to the radio to begin playing the elimination streak music. |
-
Add a Radio anywhere on your island. Customize it to the following settings.
Option | Value | Description |
---|---|---|
Audio Track | Bunker Jam Remix | The audio track is played when the elimination streak music is activated. This can be any song you desire. |
Audio Distance | 5 | The distance from which the music can be heard from the point of origin. |
Play At Location | Instigator | The music will be played by the player who triggered the elimination streak. |
Play When Receiving From | Channel 2 | The radio activates from the Trigger device after a mild delay. |
Stop When Receiving From | Channel 3 | The Timed Objective device will end the music after a predetermined period of time. |
Register Player When Receiving From | Channel 1 | Upon first establishing the elimination streak, the player is registered as the instigator for playing the music. |
-
Add a Class Designer device anywhere on your island. This will allow them to start with a weapon. Customize it to the following settings. Select a weapon of your choosing, go into Play mode, and drag it off your inventory to register it to the class designer.
Option | Value | Description |
---|---|---|
Class Identifier | 1 | Determines which class will begin with the weapon. |
Equip Granted Item | First Item | Automatically equips the granted weapon. |
Infinite Ammo | On | Players are given infinite ammo for the granted weapon. |
- Go into My Island settings, the Game tab at the top, and change the following setting to 1. This will default everyone to the correct Class ID to spawn with a weapon.
You have now set up the ability to track eliminations and play an elimination streak radio at a certain value.
Other players can hear the music coming from the elimination streak instigator and can hone in on them to get vengeance during the time that the audio plays. This can also be done in adventure settings to capstone a difficult encounter briefly with a brief celebration.