I have a level sequence that kicks off several fades and events for the beginning of the game. It also fires off a couple of audio tracks (narration). The events (which load/unload streaming levels) are handled by the server so everything works there, but the audio only plays server side.
Audio is not replicated, I understand this - but then what is the point of the audio track in a sequence? Is it intended for single player sequences only, or is it expected that sequences that include audio should be multicast?
I have resolved the issue by firing off an event that multicasts the audio instead of playing it in the sequence, but it I wonder if I’m missing something obvious.