Hey all, Im working in UE4 right now and I have a character with an attached Audio Source. In my game when the player picks up an item, the audio source plays an associated sound. Im having an issue in regards to when the player picks up multiple items in quick succession, the sound that the Audio Source plays gets overwritten, and cuts off the old sound and plays the new sounds instead. What I want to happen is when the player picks up any number of items, the Audio Source plays all the different sounds one after the other, Kinda like queuing up sounds to play in order. Is there a way in UE4 to detect when an Audio Source is done playing a sound? If something like this isnt in UE4, would UE5 Metasounds work?
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I think it’s because you’re using ‘play sound…’. I think you’ll find it’s fine if you use ‘spawn sound…’
This is probably your audio concurrency setting on a concurrency asset or on the sound asset itself. You could create a system to play your audio through several audiocomponents easily.
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I had considered SpawnSound and I actually was using that one originally. However, I read somewhere that spawning lots of sounds could cause perfomance issues. Is this not the case?
Only if they’re long ( like 30 seconds ), and you do it on tick!
If they’re just pickup sounds, no problemo…
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