Audio Component. Event On Audio Finished does not work when the track is finished.

Hi, @Dzhajron !

I hope you’re doing well.

Wanted to share some ideas worth trying, as well as some recommendations when dealing with sample-accurate audio pieces (which you will need in order to seamlessly concatenate/stitch together audio clips).

My first recommendation would be to create this system inside a MetaSounds object, as the new Quartz audio engine offers sample-accurate audio processing. Running this process else will likely run into delays/latency between the game thread and the audio render threads, resulting in potential gaps between concatenated clips.

Perhaps consider creating a MetaSounds object with two inputs; one for your BGM’s “Intro” and one for the BGM’s “Main Loop”. Then, connect the “Intro” wave player’ OnFinished event to the “Main Loop” wave player’s Play input:

Please let me know if that helps! Can explore other solutions if you’re working on an older version of UE.

Thank you!
Eric