How to play multiple Sound Cue simultaneously

I have placed speakers throughout the level to play announcements, but as the player progresses, the announcement sounds from these speakers play out of sync. How can I make these Sound Cues play simultaneously?

This was a fantastic live stream and I believe Seth’s demo around 1:32:00 is similar to what you’re trying to do?

My only other thoughts is to make sure you’re only actually posting the audio once but playing it from multiple locations? I never did something like this personally so I don’t know if “play sound at location” will allow for multiple location inputs. However, if that doesn’t work, as long as the system is playing the sounds in the different speakers at the same time/same blueprint, it should all be in sync.

If not, it may be something like they’re not actually being loaded at the same time so check the attenuation/trigger settings to make sure they actually start together and not based on where the player is.

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i guess you are using “looped” in the sound cue which could stop the sound if you are out of reach. if u use a BP that has an audio component you can much better controll start and stop or play from a certain time on, in such blueprint you could have multiple audio-components at different locations and start them at the same time. In other words this could give you more control on resetting or synchronizing them.

Picture shows some functions that are possible for the audio component within a BP, in the right detailspanel you deactivate autoplay like shown on top right, and in the same component detail panel you choose the sound cue or file you want to use, as well the attentuation and mixer settings for it.

I tried setting a delay for Begin Play before playing the sounds to ensure they’d play simultaneously, but they still weren’t synchronized. However, I managed to get the sound cues to play together by adjusting the falloff distance to its default value. This is a temporary fix, and I still don’t know what the root cause of the problem is.

I’ve disabled auto activate. Thanks for the answer!


Let’s assume the character in the center is the **Player. If the player spawns in the middle, the sounds play simultaneously. However, if the player walks to each individual speaker, the sounds become out of sync. I’m using a Loop in the Sound Cue and have selected “Play When Silent”. I’ve tried adjusting many settings, but the only one that makes the sounds play simultaneously is changing the falloff distance back to its default value.

hmm - have you embedded them in a BP or do you only use the soundcue? - let me check if this would help

i checked it - and you are right :upside_down_face: it does lose the sync in dependence of the player distance.
what worked (almost) for me was the following setting


“play mulitple instances” and “priority” checked on every audio component when embedded in BP actor as post earlier. There is still some minor unsync hearable but it improved the situation a lot.

In general you would need a kind of clock-device that manages the audio playback, which syncs every audio to a reliable counting clock. i never used it but i found this :

Another idea would be to look into Metasounds - although i am not sure if you can have easily different AT_settings within one metasound project.
here is an quite interesting approach for syncronized music project in meta sounds:
Vertical Re-Mixing in Unreal Engine with Metasounds + Quartz (Part 1/2) — Above Noise Studios

Set up a Quartz Clock, and use “Play quantized.”