Thanks for the explanation, this was really helpful! Could you go bit more into detail with your 3rd suggestion?
I’m currently resyncing the music to the gameplay when the user pauses+unpauses the game, as the music stops in the pause menu and I can silently sync without the user noticing it. If I do this while it is playing (e.g. every minute or something), you can hear the music skip (obviously).
Another idea I had was to resync while another sound is playing, so you don’t hear the resync - but that would only work if the user hasn’t muted the sound volume in the settings.
If there was a way to at least find out the moment when the music track loops (using a loopable wave player in a sound cue to play it from an audio component), I could do it the other way around and resync the gameplay to the music start. But this is also not possible, right? OnAudioFinished only fires when a non-looping sound ends.
Do you know if using the FMOD plugin could help me here? I found http://www.fmod.org/docs/content/generated/FMOD_Studio_EventInstance_GetTimelinePosition.html which looks like what I need, but maybe I’ll only get the same results as with UE4’s PlaybackTime?
Thanks again!