Hi, @Dzhajron !
I hope all is well!
Hmm, if you’re on UE4 and onAudioFinished is not firing, perhaps double check there aren’t any auto-destroy booleans enable/active when creating/triggering the sound (this may prevent the onAudioFinished event). Would test with a printString just in case.
Otherwise, can try binding a custom event to the UAudioComponent’s OnAudioFinished delegate:
If all else fails, I’d consider preloading the Intro and Body parts of your BGM, then triggering both at the same time, but adding a Delay node before the Body loop. The delay’s float duration would be equal to the duration of the Intro. You may need to tweak the float slightly to provide a seamless overlap. Adding a short reverb tail to the intro would also help mask any minuscule gaps.
Found the following post that may be helpful. It involves double checking and potentially using a different audio engine in your UE4 project, as it may resolve issues with the audio component delegates:
Please let me know if any of these methods work!
Thank you!
Kindly,
Eric