Hello everyone,
me and my sound designer are wondering what the reason is that >sometimes< the sound effect he produced isn’t in sync with moving actors I created, such as platforms.
My setup is this (roughly broken down):
→ New BP actor → Add static mesh of choice → On Event Begin Play
→ Add Timeline → Define positions for time and location on X/Y/Z axis as needed
→ Hook Update pin into “Set World Location” for the static mesh,
like this in example:
The sound effect for such an actor is an audio component in the BP’s components list.
The wav is set to looping.
The timeline is set to looping.
I would then pass on the timestamps of the timings, how long the timeline is, etc to my sound designer and he would create a sound effect.
Let’s say the timings are: At 0 we are at the start, at 4 we have moved up 200 units (Z) and +500 on the X axis, at second 6 we have the same values because the actor does not move for 2 seconds, at second 10 we are back at starting coordinates.
Let’s say the sound designer would create an effect where the moving actor is producing a buzz sound constantly but at second 4, since we don’t move for 2 seconds, there is an accoustic pause, but after second 6 in the effect track the buzzing continues again.
What we experience instead is that the “pause” in the sound effect is off, meaning that there is buzzing when the actor pauses moving for 2 seconds and suddenly a pause in the sound while the actor is moving.
I even set the wav and the cue to prime on load and also put “prime sound” into the level blueprint. I really don’t know what can be done at this point to ensure sound is in sync.
Can it be something with audio (export) settings that UE5 needs in order to sync audio appropriately?
Anyone please help
Thank you,
Chris