How to stop a sound?

OK, so I have a bunch of sounds playing, and I have a piece of dialogue that plays after you enter a box trigger. Then if you walk into another, another piece of dialogue plays. I want it to interrupt the previous one rather than play over it. So really all I want to do is stop a sound. For some reason in my level blueprints, components mode simply isn’t an option, so I can’t make an audio component. If I create a new blueprint and try to set it up there, I can’t seem to create any events but “event begin play”. This means I can’t call upon it with a remote event and i can’t create a new string of things that starts with running into either of the box triggers.

For some reason, no matter what I do, this seems to not be possible. In UDK3, it was a case of hooking up the trigger volume into “stop” on the play sounds node. Since this is no longer an option, I’m baffled to find that there’s no workaround. At least not one that works for me.

I’m going to need to stop a lot of audio with box triggers and various other events, so it would be nice to have a solution to this that won’t take half an hour out of my day every time I need to do it. Sorry if this makes less sence than I hoped, it’s 6am. I’ve been basically learning ways ways around all the missing features I used to rely on in UDK3 for the past 12 hours, and somehow this one, the most simple one, is also the seemingly impossible one.

So yeah. Please help. All my muscles are screaming for sleep.

Destroy component

This seems to run into the same problem as all my other not-working solutions. I can’t seem to find a way to create a blueprint environment in which both audio components AND events (such as remote events or trigger boxes) function. My “Level Blueprint” lacks the “components mode” option for reasons the internet doesn’t seem to have an answer for. When I created a New Class Blueprint, the option for components was there, but I simply couldn’t add any events to the blueprint.

Create a blueprint actor that will spawn an attached sound.

Next, where you want to play the sound, you spawn that actor. To stop sounds, just kill it.

By killing all actors of the class, I can stop all sounds in the same category.

For a simpler solution, concurrency can also be useful.

Hi! It seems to be the best approach I’ve found to my problem, but… I don’t know what I’m doing wrong. I was just wondering if this may work all together in an Anim Blueprint. In my case, I just want to kill a specific looping sound I spawned attached to my character, so I thought that Destroy Component should be enough.

But I’m missing something, my sound just keeps there!

(Edit: In fact, I’m worried about if this will work in multiplayer. The Spawn Sound Attached node’s description says something about not handling replication…)

I know this is old as hell, but I’m struggling with the exact same problem right now. Did you ever find out what the problem was?