I have a music track I split up by the bar in Audacity. I isolated looping sections so the exported list of wav files is containing 15 one shot sections and 10 looping sections.
I want to play through the one shot sections then hold at the looping sections until a trigger condition is met then finish the looping section and move onto the next oneshot sections.
[One shot section] → [Looping section] → [Next One shot section] → [Next looping section]
This has been the hardest part of my year long solo game dev journey so far. Despite sounding so easy. I thought this would be a standard thing to do in game audio but seems impossible its literally the easiest way of handling music I could think off and no one seems to even understand what I’m trying to do let alone how to do it.
I tried using a BP_MusicManager and quartz. The problem there is because the looping files are marked as looping in the wav asset when the ‘stop play’ call happens on the quantized bar event a millisecond of the start of that looping wav file plays. So I spent daying playing with this to come to the realization this is the wrong approach.
Is meta sounds the right way of doing this? How would I even begin to structure this? It’s very frustrating and there is literally no information anywhere online on how to do this seemingly simple task.
Any help whatsoever would be a blessing.
MusicDirector_EventGraph posted by anonymous | blueprintUE | PasteBin For Unreal Engine
https://drive.google.com/file/d/1-w81JgaKHjmjFwYgpOYPI1NLIHET0Dll/view?usp=sharing