Hi all! How to manage Metasound’s behavior into Level Sequencer?
sequencer cannot directly toggle a wave player inside a metasound; what it can do is bind parameters and play/stop components, so the trick is to expose the start/stop as inputs on the metasound and drive those from sequencer.
setup:
- in the metasound, expose inputs: a trigger named Play and a trigger named Stop (or a bool Gate that starts on true and stops on false through logic nodes), plus whatever volume you want automated.
- in the level: add an audio component to the actor holding the metasound (add component, audio, set the metasound as its sound, autoplay off).
- add the audio component to sequencer. the audio track plays and stops the sound at section boundaries; for parameter automation, add the component as a bindable object: the metasound’s exposed parameters appear as keyframable tracks (the same mechanism as blueprint set float parameter). you get tracks for floats and bools; triggers from sequencer are best expressed as bool gates instead, since sequencer animates values, not events.
- for precise start/stop aligned to cuts: place the sequencer audio section boundaries to start/stop the sound (that toggles the component), and inside the metasound gate the wave player on a bool that sequencer holds true while the section is active. the wave player then stops cleanly (use a release envelope so stop does not click).
- movie render queue caveat: audio rendering takes a different path; if this is for rendered cinematics, render audio through the audio renderer in MRQ settings, and prefer the component-based approach above so the render captures the same graph state as PIE.
one more angle: if the goal is music that starts and stops with a sequence, often the simpler structure is two metasounds (or one with a transport input) driven by the component’s play and stop, with sequencer only controlling volume automation. fewer parameter bindings, same result.