I’ve tried lots of different setups, the sound will always play but it will never use the parameter I set in blueprints
May be a long shot, but I think it has to be an input to set the wave parameter.
This is my own basic music only setup.
I was kinda unsure about how parameter changing worked in metasounds until I made this change.
In addition to @Sononeo’s reply, you must start your MetaSound before you can use the Set Parameter functions. Have a look at my setup in this post, and see if that helps: Setting Metasounds Variable - #48 by ebuch
In that setup, I’m playing a MetaSound and using the handle to the audio component to change the inputs once the sound is active. I’m using Quartz in that setup, but you can just use the regular Play function.
Thank you, it’s working now!
Hi there! I’m hoping someone can further explain this solution. I have been wanting to use a blueprint to interact with Metasounds as well. But I can’t figure out how even using that input will actually work. Here’s what I’m working with in Metasound:
I have a ROOMBA blueprint player character that I want to use to fire off the metasound. I currently have no idea what to plug into what. I would have assumed that from a player character blueprint that in order to call the input, I would need both the reference to the metasound plugged in AND the .wav file plugged in as well. But there is only ONE Pin.
I have tried using the parameter nodes as well and they also don’t seem to want to communicate. Any thoughts?
Continuing the discussion from Why aren't Metasounds parameters working?:
Your target in Execute Parameter should be the audio component, also as you want to change the sound/wave object you want to use the Set Object Parameter instead with your target as the audio component that will play the sound.
The audio component will have your meta sound and then you can pass the sound wave variable as part of the set object parameter.