Delay between SoundBase finishes playing and the event "OnAudioFinished" fires
I'm writing a simple dynamic music system that switches music tracks on the fly according to gameplay condition. Each track is a SoundBase list containing a song cut by measure. Every time OnAudioFinished fires, we play the next SoundBase. The whole functionality is done in blueprint with UE 4.14.3.
However, with the current implementation, it seems that there is a noticeable delay between the end of the previous measure ends and the starting of the next. Is there a way to solve the problem or reduce the delay?
Related question: Noticeable gap in sequence node on sound cue and OnAudioFinished
asked Sep 10 '17 at 07:34 AM in Using UE4
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