How to pause a wav Sound / Sound Cue ?

I know this is an old post, but I’m posting my method in case someone stumbles across this question. I did a very simple blueprint logic (and probably inefficient, but works for me.) I track the time the sound plays by a variable, let’s assume MusicPlayedFor. This is initially set to 0 at the beginning.

Whenever my sound starts playing, I set the time by Get Audio Time Seconds into a variable, let’s say MusicStartedAt.

Whenever it ‘pauses’ (in my case, by player input), it actually Stops and set another variable MusicPausedAt by the Get Audio Time Seconds.

Subtracting: MusicPausedAt - MusicStartedAt gives the time the current chunk of sound played.

Adding: MusicStartedAt = MusicStartedAt + ( MusicPausedAt - MusicStartedAt) gives the time from the start of the sound till the pause action.

Then, when the next time Play is hit, simply pipe this time into the Start Time pin of the Play node. Sound will start playing from where it left off.

All this higgedly-piggely will be unnecessary once the devs simply expose a stupid pause node. Till then, I’m sticking to this solution. Comments and criticisms are welcome!

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