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.