Date
September 9, 2024
Hours
1
Tags
UnrealBlueprintsLETSGO
Attempted to recreated the AudioCuePlayer in pure blueprint, to see if I can recreate the issue.
I successfully recreated the issue. In my test, I found Play() works, if hitting on every beat. The problem is I’m pulling every bar, and using PlayQuantized relative boundary to play the actual sound on say, the third beat of the current bar.
I’m also concerned Play puts us on the game thread, not a queued audio thread, so I am hesitant to do a full refactor to try and exploit this workaround.