Spawning Track2 at 0 volume used to begin playing it with Track1, so that when the volume is raised and lowered with the second trigger box the two tracks would be in sync with each other. In 4.14 spawning track2 at 0 volume doesn’t actually start the track - raising the volume with the second trigger box is when the sound begins playing. This completely breaks this system I’ve been using to synchronize multiple tracks and fade them in and out. I’ve set the volume of track2 to 0.1 so that it begins at the right time but it’s still audible. Any ideas how I can fix this?
6 year old post, but maybe someone finds this topic when searching for a solution on his own problem…
I have a radio ingame, with an auto-play next track, when the first has finished playing. My problem was that it skipped every track when the volume was set to 0,0, because it didn’t want to really play that next track. It ended in a play next loop.
I fixed this by not letting the user set it to 0,0 but above - like 0,0001 (Branch: greater 0) - as a workaround
A following problem showed up, where the prior set volume became the maximum volume for the next track, for whatever reason.
This was fixed by adding a “Set Volume Multiplier” (1,0) node.