Hey folks, trying to use a trigger box to stop an event and start another one in Unreal Engine 5 using Blueprints. I’m new to this lol! This is about creating an ambience bed, wanting to use trigger boxes, so the player can move between areas etc. If there might be another way that would be great to learn about!
At first I tried using the stop node and then checking for is playing (which I can’t find of get playback state?)
I’ve moved onto, at BeginPlay > Play Event 2D and set an FMODEvent Instance to play. Then when the box is triggered by the player > Event Instance Stop (with release). However the event only ducks the audio instead of stopping. Once I get it to stop the aim is to play a new event.
I’ve tried with the AHDSR on and off, and autoplay on and off.
Profiler view
Hi,
Thank you for bringing this to our attention.
What version of the Unreal integration are you using? Would it be possible to get a screenshot of your FMOD integration settings:
No worries, here’s the screenshot!
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Thanks for the screenshot, could I grab your integration version and UE version?
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Unreal Engine 5.4 & FMOD 2.02.21
Thanks for the information. Where did you get the integration for 5.4? The 2.02.21 did not officially support 5.4. Would it be possible to try a later release of the integration?
I seem to have had this in a subclass - which seems to have caused the issue but the audio stops now. then plays again
Hey, I updated the integration and the setup I had in blueprints still didn’t work, thinking it could be down to my own blueprint arrangement.
Event Instance won’t stop the event. But I can use a Bus Stop All Events (Bottom Right) node to stop the event. It means having a individual event for the blueprint.