Interrupting an audio cue with no overlapping audio of the new audio cue?

New to game design, developing a game where I need the narrator to stop talking at a new collision box and move to the new audio cue (just like The Stanley Parable when the character moves room to room too fast) but I keep getting overlap noises and/or buggy trigger boxes. I’m also trying to get it so the audio is still directional. I’ve looked up so many tutorials and they all have a way to queue the audio but not interrupt it. I’ve tried so many different ways to fix this but I feel like there’s got to be a simple way to do this. This is all also done 100% in blueprint.

Any help would be greatly appreciated!

Just use any audio node that gives you a reference, usually any spawn node.

When you reach a new overlap, use that reference to stop the audio before playing the new one.

Try with sound concurrency settings

Alright man, I’ve been thinking about this day and night and can’t figure it out… I wish I was smart enough to figure out the answer, but this is the current code I came up with in the level BP. It works great, but for some reason, the collision boxes are BUGGY. Sometimes it works, other times it just stops the audio and doesn’t play anything. Any ideas on solutions?

I’ve also looked into concurrencies but that seems to be multiple audio sources in the same sound cue, no?

Thanks!

Something like

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You could just add an audio component to the character class. When the player overlaps a trigger → cast → get audio component → Play cue.

Only one audio component, so telling it to play something else will immediately stop the old and play the new.

You’re an absolute genius. Thank you so much!! This drove me nuts!

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