Is there a way to replace attenuation with simple volume fade?

I’m looking for a way to place a basic music backing track playing in my whole level, but I want some specific places to be able to play more of the music’s channels, like a track of percussion that fits the basic music. The thing is, attenuation ruins the tempo of the music, there’s always some delay.

I just want the track to start at low volume when I enter the area and get higher as I reach the center of the trigger box or whatever it will be. So, is there a way to have attenuation without delay?

You can use Crossfade by Distance in sound cue. Or you can calculate the distance between player and volume center yourself in whichever BP you are playing the sound at and set the volume with a Map Range function.

Turns out the attenuation was not a problem at all. There is an option in the audio track’s details panel, called “Play When Silent”. Be sure to check that, it ensures the audio keeps playing and looping all the time.

If it is not checked, the audio stops playing when it is not audible by the player, and it restarts when the player re-enters the range (sphere or whatever), or completely stops if it’s a one-time play.

That’s why I kept getting music tracks off-sync with the rest, they were restarting every time I was back in range.