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Sequencer - Can't Play Sound Cue

Expected Behavior:

Add a Sound Cue Actor from a Scene to Sequencer and "Play" the sound.

Current Behavior [4.20.3]:

No +Tracks are available to Play the sound. Particles and Animations have this ability. Adding an Auto-Activate track and toggling to "on" does nothing.

alt text

Currently, all you can do is toggle the auto activate, but this does not actually "Play" the sound. Event Tracks are a work-around, but it seems odd that it doesn't work on something as simple as audio within the Sequencer Editor. Am I missing something?

Product Version: UE 4.20
Tags:
capture.png (1.2 MB)
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asked Oct 11 '18 at 01:48 AM in Bug Reports

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Shadow_Knights_
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avatar image Jeff A ♦♦ STAFF Oct 11 '18 at 08:40 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

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1 answer: sort voted first

You should be able to play sound cues by adding them to an audio track in sequencer. Try this:

alt text

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answered Oct 11 '18 at 07:05 AM

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Max.Chen STAFF
2.3k 28 14 68

avatar image Shadow_Knights_ Oct 11 '18 at 05:54 PM

Hello,

Thank you for answering, but this is not what I'm talking about. Please take a look at my previous capture- I need a Sound Cue that's inside the game world ( you know, with attenuation/spatialization, etc. ) to play on command using Sequencer.

The method you described just plays a sound globally. Adding an Audio Track with a sound cue doesn't mean it's referencing the Sound Cue Actor in the Game World.

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