Stop audio overlapping?

I would do as @pezzott1 suggested and have an actor manage your audio, however, this works in the level blueprint.

As an after thought you should also have a check for if the array length is 0 to avoid any unnecessary looping/potential bugs. I’d add this at the start of the custom event before the check for IsTimerActiveByHandle.

You’ll need to create a few variables, most of which are self explanatory.
For the Sound Queue variable I created an array variable of type Sound Cue.

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