I couldn’t find any info about this. When I play a sound and it stops the oldest one let’s say, it stops it abruptly so there is audible click because the sample didn’t stop on zero-crossing. I would like from Unreal to make a really short fade out (5 - 10ms) and then stop the sound. I know it could be possible to do it in blueprints for a particular sound but I would like it to be done for every sound when the concurrency settings are being used so the sound determined to be stopped doesn’t make this click.
Has anyone ever tried to handle this issue please? Any help would be really appreciated