Add a Sound Cue Actor from a Scene to Sequencer and “Play” the sound.
Current Behavior [4.20.3]:
No +Tracks are available to Play the sound. Particles and Animations have this ability. Adding an Auto-Activate track and toggling to “on” does nothing.
Currently, all you can do is toggle the auto activate, but this does not actually “Play” the sound. Event Tracks are a work-around, but it seems odd that it doesn’t work on something as simple as audio within the Sequencer Editor. Am I missing something?
Thank you for answering, but this is not what I’m talking about. Please take a look at my previous capture- I need a Sound Cue that’s inside the game world ( you know, with attenuation/spatialization, etc. ) to play on command using Sequencer.
The method you described just plays a sound globally. Adding an Audio Track with a sound cue doesn’t mean it’s referencing the Sound Cue Actor in the Game World.
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There is a solution, but it’s not as intuitive as I’d hoped- maybe one day they’ll update it! =D But it does work the way I needed.
What you need to do is one of two things. In sequencer, click any actor in your scene or place a new empty actor. From what i understand, this acts as a location for your audio cue. You MUST make sure to click the actor you want the audio attached to or else it wont work!
With the actor selected, physically drag a sound cue onto the actor in sequencer from your content browser. if done correctly, it’ll attach itself as a child, and a drop down arrow will appear on that actor.
In the sound properties, apply an attenuation file of your choice. For me this worked.
Works well too, hopefully this can also help others as well!
My only wish is that there would also be a way to do it in matinee (i know, its outdated but still would be cool if it could work in that editor as well!)