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Sound Mix mixing issue

Hey guys!

I've tried setting up a way to change between Sound Mix's as a way to change the sound of the music playing in a level. So under a certain condition I want the music to be affected by EQ (rather than having another version of the music file and crossfading between them so as to A) save disk space and B) not have to worry about sync issues). First problem is that you can't set up EQ's in Sound Class's, meaning the only way I found to set it up was to set the music Sound Cue to a music Sound Class, then have that Sound Class set up in two Sound Mix's - one with no EQ changes, and one with. Then I made a blueprint to say to push the non-EQ Sound Mix on start of the game, then under certain conditions pop the current mix and push the EQ'ed Sound Mix, and vice versa.

My problem with this set up is that there seems to be a click when it changes between them. I tried changing the fade in/out settings but these happen before and after the change over (so no click, but it fades out and back in, which isn't wanted). And I've found that if I set the mix duration to anything over that a minus figure the music will crossfade from one Sound Mix to the other, BUT once the crossfade finishes it suddenly jumps back to the original Sound Mix rather than staying in the new, EQ'ed Sound Mix.

Product Version: UE 4.14
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asked Feb 08 '17 at 04:29 PM in Using UE4

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ktwAudio
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