Mix modifiers not pushing correctly on audio scheduled with quartz

I’m trying to build an interactive music system in UE5.3 using Quartz to sync up my audio loops and I’ve found that passive mix modifiers get pushed the moment I create the audio component, not when it actually begins playing, which could be up to a couple of seconds later.

I’ve tried:

  1. Using the volume threshold parameter to have the mix kick in once the audio starts, but it also gets triggered immediately upon creating the audio component - not when the actual playback happens.

  2. Having my MetaSound trigger a boolean for me upon audio crossing a threshold and watching for that boolean through the MetaSound Output System. Same result: the flag is triggered immediately when the sound is created, not waiting for actual audible playback.

Has anyone run into this issue before? Any workarounds? Or am I missing something?

Thanks for reading!

UPDATE: So far I’ve been able to solve this by pushing the mix modifier on receiving the ‘Started’ event from Quartz and then scheduling a silent sound cue and popping the modifier upon receiving the ‘Started’ event for that. Very cumbersome and inelegant. Suggestions on better approaches would be highly appreciated.