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Concatenator and looping node


It seems the concatenator does not handle the looping sound node.

In the simple setup below, I have set the looping node to 3 cycles, and although the loop is properly triggered after "chirp_sin_880_440" is finished, and the looping sound indeed played 3 times, nothing happens next - the 3rd entry "chirp_sin_440_880" is never played.

I'm using 4.7.3.

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asked May 08 '15 at 09:16 AM in Blueprint Scripting

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Try use output fev times instead seting loop. Check picture. Hope that will help. You can use same output fev times

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answered Jul 29 '15 at 06:36 PM

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Rafael Budnik

avatar image G4m4 Jul 30 '15 at 10:22 AM

Thanks for the answer, however your setup behaves differently: my goal is to have an intro/main (looping) body/outro.

avatar image Minus_Kelvin STAFF Jul 31 '15 at 06:51 PM

Hey man, sorry for the late reply. I just tried to reproduce the issue you describe at head rev of UE4 and built a sound cue graph that's looks identical to yours and it worked just fine. Here's my sound cue graph:

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The kick_01 played once, then snare_02 hit 3 times, then kick_05 played.

Here's my snare_02 waveplayer and my looping node settings:

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I didn't sync back to 4.7 since I don't think anything changed in this stuff since then, but is my stuff similar to yours? There might have been an issue with sound-finished notifications or something that has been fixed. Could you try to repro with 4.8 or with the 4.9 pre-release?

avatar image G4m4 Aug 03 '15 at 10:56 AM

Hello Aaron, thanks for getting back to me!

Indeed you have the same setup.

I've checked it and get the same bug in 4.8; however, as far as I can see it seems to be fixed by CL2588668 which made it into the 4.9 branch, which would explain why it's fine on yours.

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