I’m not the developer of this plugin. (https://www.unrealengine.com/marketp…t/orquesta-cue)
I’ve created to post to better facilitate discussions beyond the Questions section.**
Just following up from you answer to my question.
Thanks for sharing the documentation, I had a good read and checked out the TimeSynthComponent (https://www.youtube.com/watch?v=qaOGv0gNSms). It was a little confusing but that’s on me as I’m a novice in this area - please bear with me!
From what I understand you’re offering a* super cue* that integrates nicely into gameplay logic at certain events during sound play? eg - OnLoop, OnStart and OnEnd. Please correct me if I’m wrong here. It looks very interesting but I don’t think it’s going to help me with my current requirements. I’ll outline them below in case I’m wrong.
Some quick fire questions:
- In the In the Orquesta BP can you call Subsystems?
- Can the event in the Orquesta BP tell me which actor called the Orquesta Cue? Maybe I’m understanding the use case incorrectly, but I feel like here’s where I’d put certain gameplay logic? eg OnEnd run the BulletTime function.
- Don’t see why it wouldn’t work but is VR supported?
- I assume Sound Classes attach to the sound asset are respected?
I’ll outline some use cases I have for music. I’m not entirely sure if this system will make it easier and cleaner to implement and maintain.
I currently have a music system that works but it’s a bit messy. Would like to clean up the implementation. It doesn’t seem like this is a use case for the plugin.
OnLevelStart: play ambient background music
OnBattleStart: fade out ambient -> play main song intro -> then move into the main song loop
OnDeath: lowpass filter currently playing music
OnRespawn: remove lowpass filter
OnSublevelComplete: lower volume, lowpassfilter? (not implemented yet)
OnNextSubLevelStart: continue back to normal loop
OnLevelEnd: play outro, playoutro stinger sound followed by end level ambient music.
(it’s going to be a Hotline Miami style game)
Been playing with level objects that scale up and down. Would be nice to capture the currently playing song and scale to the beat. I didn’t see anything about this in the documentation but looks like a feature of the TimeSynthComponent (?).