How to apply ADSR to looped Metasound

Hello! I’m trying to get a looped sound to fade out on “stop”. The looping is smooth but when the ability is stopped the audio goes out immediately.

I thought i could fix this using an ADSR and having some release time on the “when finished” but it doesn’t really do anything. The attack works, the release doesn’t. Am i approaching this from the wrong angle or am i doing something wrong in terms of connections?

Another way i thought of is to just add a fadeout sample in another wave player and trigger it on end, but i’d prefer to do it with an ADSR so i’d like to troubleshoot that first.

I’m sure the blueprint approach i went for isn’t ideal but it was made as a simple way to test the ADSR. The problem is i feel that either stop overrides ALL audio coming from the blueprint or that the ADSR is triggered after the sound has stopped, rendering it useless.

Thanks for your time and potential help! I’m very new to unreal so i’m still very much trying to understand it’s basics.


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Hi Babbidibubbi! Just found your post when looking for help on how to hook up the ADSR myself - I’m similarly learning and looking for any documentation! I think the issue above is that the Release isn’t being triggered until the Wave Player has completely finished, i.e the sound has come to an end, so you won’t hear any release.

What you want is to trigger the Release from a Stop Input to the MetaSound. They don’t seem to have these by default but you can add one manually and trigger it from Blueprint?

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