Hi, i’m trying to figure out how to get an event to stop playing when a player triggers a level change in game via a trigger volume. Using Blueprints in ue4.
I am triggering an ambient music track when the level loads by triggering “Play Event 2D” and selecting my event in an audio blueprint I have sitting in the level.
the player then gets to enter the next level via a portal in this level, this is achieved using a trigger volume with “on player overlap” code getting triggered.
Currently when the player does this, this level music just keeps playing. The next level loads, that levels music starts playing as well, and it all turns into a mess.
I need to stop the first level’s music during that trigger volume overlap so that i can transition into loading screen audio, and finally the next level. My problem, is that when I try to use an “Event Instance Stop” function in the logic to try and do this, I don’t know how to reference the correct Event Instance, ie the music I triggered to start when the level started. I want to reference the same ‘Level_0_Hub’ event that I started at begin play.
I notice the only “stop” audio function refers to an fmod audio component rather than an event. I’m fairly new to implementation so I’m still trying to learn what some best practices are to doing stuff like this. seems like im missing something simple but i’m having a hard time finding a way forward that works.
Any advice? Thanks in advanced.