Audio Engine Updates Preview - Feb 2nd - Live from Epic HQ

Thank you for the stream today. I missed the later end of the Q&A so this may have been answered already. I get the feeling the first question is answered by inference but I’m asking anyway.

[QUESTION]: Does the new audio system allow you to ‘get’ from the audio to perhaps determine which audio is playing or more importantly at what point in the audio? Similar to a track I could use to make a media player seek. I may have been doing something more complex than necessary in the past but I remember having to store my own time values so I could create a seek bar that would know both the length of the audio snippet as well as at what point in the time it was playing. I felt that it was not an exact science and I remember it suffering from fractions so if I were to set the audio to play at the same time it was at, unreal engine would have some delay problems or inconsistencies.

Another way to perhaps phrase the same question would be “Will the audio system have functionality at some level compared to a media player?”

[QUESTION] Does the audio system allow for me to bring audio into the project from a designated file directory? I’ve hoped to setup a public sharing folder in a final project that my game player community would be able store and/or drop their personal soundtracks (.wav files) to alter the chosen in-game songs. So a use case would be an in-game MP3 player that would have a set amount of songs but could be easily expanded by a consumer to include their own favorite real-world songs (from real-world musicians) without them having to re-compile and rebuild the project with those resources already in the engine.

I remember exploring non-friendly routes of data streaming and server services to try to get this to function. But to no true or satisfying success.

Thank you for your response and your time.