I need to play a intro audio and as soon as it’s done playing, play the looped audio. Problem is using a concatenator in a sound cue leaves a small gap and sounds bad. The files stitch seamlessly in audacity. I think this can be solved using Quartz but I don’t know how to go about it.
Sound Cues can’t stitch sounds together seamlessly unfortunately, since they are executed on the audio thread rather than the audio render thread.
Quartz looks interesting, though currently there appears to be little to no information about it aside from a touch in the 4.26 release notes.
Could you export them as a single WAV file with a defined loop, where the loop start is not at the start of the file, so it’ll play the intro, and then loop the loop?
How do you to export WAV files with defined loops? I wasn’t aware you could do that.
That depends on what authoring tool you use!
I think Audacity is bad at this, but tools like Wavelab can do it. Maybe there’s some freeware, too, like Endless WAV?
(edit) looks like Wavosaur does it, too.
Then, there’s the problem of playing it back in Unreal, which didn’t use to work with the old audio system, but is supposed to work with the new “musically capable” audio system – I haven’t tried that out myself.
I tried using wavosaur to mark loop points in the file but it doesn’t seem that ue4 recognizes it.
Yeah it won’t recognise it, all that stuff is unique to your DAW and isn’t exported with the WAV - even if it did UE has no such feature.
I would give Quartz a try, AFAIK that is the only way to currently play two different wav files seamlessly, according to the release notes.
I thought the “synth” plugin features did. Maybe I misremember? That’s a shame.
I know this was like a million years ago but I thought I’d just point out that UE5 finally has a solution to this with the MetaSound plugin.
First wave player has the intro audio, second has the looped one.
Not sure if this is the best way to do it since I just found out now but this works perfectly.