Hello, is there a way to play a spatialized (in the scene) sound cue in sequencer? It’s for a VR project, so I need it to actually sound like it’s in the location. From what I see the audio track isn’t useful for that, and while you can animate the position of the ambient sound, you can’t trigger when it plays in sequencer?
Maybe I’m misusing sequencer for in-game scripted moments, should some other technique be used instead?
I don’t know if it’s the only or the best way, but if you right click on the sound cue in the content browser, and then go to “Asset Actions → Create Blueprint Using This,” it will create a blueprint that you can then drag into the sequencer, and it will give you a transform track and a “spawned” track.
When you created the blueprint, “Autoplay” is selected on the audio component (inside the blueprint). This means that it will play as soon as it’s spawned into the level by the sequencer. You can uncheck Autoplay and then click on the “+” next to the sound cue in the sequencer, and add an “Events → Trigger” Track. Place your keyframe where you want it to begin playing (after spawning, obviously), and then double-click on the keyframe; it should open a new window with an event node. Drag off of the pin for the blueprint, add a “Play (Audio)” node, and then hook up the Exec pin, and you should be good to go. You can set the sound location in the sequencer, on the transform tracks that were created when you dragged the blueprint in.