Playing BGM with intro

Hi guys,

I’ve been wondering how to play a bgm that has a few seconds intro which should only be heard during the first loop… Is there a fixed way to do this? I even tried to split up the track up in one “intro” and one “looping” wav file and concatenate them inside the sound cue, but in this case the engine leaves a small and distinctly hearable gap between the two tracks during playback.

What am I missing here? Thanks for your help!

I’ve looked into the concatenator node and you’re right about there being a slight delay, possibly up to a frame after the first sound finishes I think. Hopefully this is something we can improve in the future.

If you don’t mind working with Blueprints there might be a way around this for the time being, I’ve tested it out in the editor and it seems pretty seamless. If you play your first sound and from the output start a delay that is the length of the intro, then link that to your looping sound - it should look something like this:

Only slight issue is that you need to be sure of the length of your first sound, which could be changed if it’s affected by pitch shifting in any way.

Hi mgriffin,

I take it that there’s no included option to loop a musical piece with an intro, for example to start the loop at a given time code or similar?

In any case, as it is only level background music, there won’t be any pitch shifting. So the workaround should do fine. Thank you very much for this solution!

No, I’m afraid there’s no option to do exactly what you want, there is only the option to start the whole sound at a specific time. When that loops it will start the sound again from the beginning - pretty much the exact opposite of what you want.

Since UE3 this has been needed, I really hope you guys add something soon.