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How can I connect and loop audio triggers?

In Unreal 3 I found it very simple to loop audio by using the 'completed' option on the 'play sound'. Now when I add an audio component, there is no option that asks me 'what do I want to do when the audio is complete'. alt text

So the first audio is connected to one trigger and the other to the second trigger and so on. I want the music to loop until I've entered the second trigger. I want to do this without creating a sound_cue as i want the looping to be in the blueprint. In UDK, i would take the 'completed' node and loop from there. Is there an option like that?

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asked Apr 05 '14 at 12:13 PM in Blueprint Scripting

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avatar image [Epic] Gribbs ♦♦ STAFF May 07 '14 at 04:02 PM

Hi MickeyBlue90,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

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Regarding the Looping portion of your question, there is a check-box on the property of the asset itself where you can set if the file is a "Loopable Sound" as well as if the file is "Looping":

alt text

As for your trigger setup, you could try something like below:

alt text

In short it basically stops the music playing and starts a new one when overlapping the trigger box. The music is set to looping so as long as you don't overlap the original (or new trigger box) it should accomplish what you are after.

Hope this helps!


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answered Apr 05 '14 at 02:16 PM

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DizzyWes ♦♦ STAFF
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avatar image MickeyBlue90 Apr 05 '14 at 08:28 PM

That's brilliant thanks. Do you reckon there is a way to modify this to have the first loop complete before the second starts? As in, the second trigger will wait before the first loop is complete? This would help them seamlessly blend into each other. I've taken a look but i cant find anything that give the same option as UDK (like the 'finished' option below). Is there something I'm missing? alt text

playsound.png (24.9 kB)
avatar image DizzyWes ♦♦ STAFF Apr 05 '14 at 09:33 PM

There are OnAudioEventEnd as well as IsAudioPlaying events that you could use with Branches to run checks on if your audio is playing at which point you could then use a Custom Event to play your next audio file, but it might take figuring out the proper network setup.

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