How can I set up gapless random looping with mutiple sounds?
Hi :) My question is one that I have searched for a few days now, and just cannot find the answer I want. I have a sound cue that has 3 interchangeable sound loops [background music]. The first solution I came across was to have a random loop node that calls the random node in my sound cue to get a random wave file to play, but it has a gap between loops as it says in the soundcue reference. So that does not work for me, I have also tried doing it in C++, checking for when the sound cue finishes playing, then picking a random node, and telling it to play that. This way also has a small gap between playing. I need a way to loop my background music, and when a segment (seperate wave player) finishes playing, to choose another segment, and have it immediately play that without any gap between segments. Either C++ or within the soundcue itself would be perfect.
The Enveloper Node has indeed a Looping segment, but when I set the Loop Indefinitely flag, it stops looping at all, so either I'm using it wrong or it's a bug. Can you verify this on your end?
Maybe, if this node works, this is the solution to the seamless loop
answered Jan 17 '17 at 12:08 PM
Has this been resolved? I have music clips that loop perfectly in Ableton, logic and Soundfirge as well as unreal but when I try to fire off a random succession of them they click at the start.
answered Apr 16 '17 at 03:31 PM
Hi there! I managed to do something that works as expected but it requires you to know the BPM and time signature of your music:
I needed to play different music "parts" on different situations but I wanted to randomize some of the layers so that the music isn't always the same (with or without violins or something like that).
The logic is like this:
As far as I've tested, there are no gaps between each loop.
Hope this helps someone!
answered Apr 23 '19 at 03:45 PM
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