Handling audio and othe transitions when sequencer playback is interrupted
We are hoping to use the sequencer to control what happens during story segments in an interactive narrative, but we're having issues during mid-playback transitions.
We'd like to implement a reset that returns us to the start menu and gracefully turns down the lights and audio over time after it is pressed. Sound Cue instances in audio tracks stop abruptly on when the player is stopped. Sound Cue instances played in game whose volume is controlled by a sequencer curve abruptly return to their previous volume.
A fade track does something acceptable for the picture, but nothing for the audio.
Are there any best practices for handoff between a sequencer and scripted controls?
asked Oct 18 '16 at 10:42 PM in Using UE4
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