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How can I get an event to trigger after a random audio cue is finished?

I have a cue container that has random samples. They vary greatly in length. I want to break out of a sequence, play an audio cue, wait until that cue is finished and then continue.

Think of it this way. If you were swapping in different words in a sentence, you would pause after a word, play the random word, then continue the sentence.

Product Version: UE 4.9
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asked Oct 08 '15 at 07:33 PM in Using UE4

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Will_Maur
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You have different options:

  • Link an event (in blueprint) to the OnAudioFinished callback of the audio component responsible for playing the sound cue: this will allow you to trigger anything from a blueprint

  • Within the cue itself, use the sound node concatenator to append sound waves to each other: this looks more like what you're trying to do but isn't really dynamic as you can't put much logic in sound cues.

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answered Oct 09 '15 at 09:14 AM

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G4m4
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