I TRIED TO DO THIS WITH STATES THAT DO NOT GET USED WITH CHARS OFTEN SO THAT IT PROBABLy WONT OVERLAP ANYTHING AND CAUSE ANY PROBLEMS. If a chars has these states already then change em and it should be obvious about setting the music to play and from where. if not sure read the Round Activator music pro ala cvs pro thread (should be close).................Everyone said that this was not possible in mugen........WROOOOOOOOONG!!!!!!!!!!!!!!! HERE GOES:(this should go in every character's common files/common cns and or data common1.cns. It stands a chance of not playing if it is not because of the IsHomeTeam trigger.):
WITHOUT DRAMATIZED ROUND ACTIVATOR MUSIC:
;(POSITIVE STATES)
[Statedef 3336]; final win ko sound cvs pro
type = s
movetype = i
physics = n
[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nomusic
flag3 = invisible
[State 0, ]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, ]
type = PlayerPush
trigger1 = 1
value = 1
[State 0, ]
type = Playsnd
trigger1= time = 0
trigger1 = IsHomeTeam
value = F333,3
volume = 700
pan = 50
loop = 1
persistent = 0
[State 0, ]
type = Destroyself
trigger1= !alive
;==============================================
;(NEGATIVE 2 STATES)
[State -2];final win ko sound ALA cvs pro winko music
type = helper
trigger1 = RoundNo = 5 && !numhelper(3336)
trigger1 = (winko)
trigger1 = MatchNo = 1
helpertype = Normal
name = "Last Round3"
id = 3336
pos = 0,9000
stateno = 3336
supermovetime = 99999
pausemovetime = 99999
;WITH DRAMATIZED ACTIVATOR MUSIC
*THE SAME BUT JUST PUT THIS UNDER THE CODINGS IN STATEDEF 3335:
[State 0, ]
type = StopSnd
trigger1 = (WinKo) && MatchNo = 1
trigger1 = Win
trigger1 = RoundNo = 5
trigger1 = P2Life = 0
trigger1 = IsHomeTeam
trigger1 = Matchover = 1
;trigger1 = time = 0
channel = 21
value = F333,2
persistent = 0
[state 0, ]
type = changestate
trigger1 = (WinKo)
trigger1 = Time = 0
trigger1 = stateno = 3335
value = 3336
ctrl = 0
;ENJOY!!!!!!!!!!!!! WILL EXPAND FOR SURVIVAL MODE SHORTLY!!!!!!!!!!!!!!