How can I resume an out of range sound when the player comes back
Hi all, I have an AmbientSound actor in my scene, being attenuated and playing a 10 minutes sound. When the player comes in the sound zone, it starts as expected. When he leaves it stops, that's fine. But when the player comes back, the sound restart from the beginning !
I'd like to keep the sound "playing" (but silently), so that when the player is back, it sounds like it continued playing on his own (just like it would in real life).
How can I do that ?
asked Oct 25 '14 at 04:19 PM in Using UE4
It isn't ideal but I think that the only way to achieve this currently would be to set your sound to 'Always Play' via its Sound Class. This will ensure that the sound won't actually stop if it becomes inaudible. This does use up an extra channel for a sound that you won't be able to hear though.
We don't currently have a system that allows us to make sounds virtual, so that only their current time is advanced. You could perhaps set up a system to do that yourself, by getting the current time of the sound as you stop it and when you start the sound again set the Start Time to begin part way through the sound.
answered Oct 27 '14 at 11:31 AM
Theres a fix now apparently. Open the sound, go to the Sound tab and activate Virtualize when Silent Worked for me.
answered Jul 10 '17 at 01:43 PM
Instead of resuming just re-launch the sound once the player is at a certain distance. You can also possibly write a small functionality that save the time the sound stopped playing and the current play position, then when the player is near enough it will take the current time, subtract the saved time, and figure out at what position to play the sound again.
answered Nov 13 '16 at 04:13 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here