[In UE5.1]
Is there a way to drive Synesthesia assets from the sequencer?
Been trying really hard to get this working, but coming up against a steep skill curve with blueprint coding. Any guidance is appreciated.
In the cinematic, I’ve got a Niagara flipbook (a fireball) that’s triggering on kick and snare hits. I’ve got the Synesthesia Loudness NRT mapped, it’s values are triggering, things are working, but if I want to expand the setup, issue arise.
Currently, there’s an Audio components in the blueprint that’s playing, which is giving playback percentage, which is driving the Loudness NRT that spawns the Niagara system.
If I try and variate my blueprints, ie, one that’s using a different audio band frequency, my song is stacking.
If I try and change the volume multiplier in the blueprint, it effectively turns the blueprint off. If I make it very small (0.01) the triggering becomes delayed/wrong.
Also if I want to check any changes, I have to play the level, from the start of the song/sequence, and wait through the intro every time.
Is there a way to get current time of the level sequence (which is where the main audio is playing from)? or to get the audio track playback percent from the audio track in the sequence so there’s no stacking of audio from the blueprints?
This is the blueprint that’s “working”,
This is my failed attempt to call playback time from the sequencer. Do playback controllers even exist in 5.1?
Sorry for my inexperience , there’s not many tutorials out there on this exact use case.