Hey guys,
I’m really new to FMOD and integrating it with UE4 so I apologize if this is a naive question. I have an enemy which has a “charging up” audio and I would like to fade that out if the enemy dies or is interrupted. Right now, I have some events which are triggered on an animation montage using FMODAnimNotifyPlay.
How would I go about accessing these FMOD events from C++? Is the event owned by the Animation Blueprint, Animation Instance, the Skeletal Mesh, etc…? Should I try to access them through blueprints instead?
Thank you!