I recently started using FMOD and am running into a problem: I want to seek to a specific time in milliseconds within an event/ FMOD Audio Component, but can’t seem to find a way to do it (preferably with Blueprints). Specifically, I want to start the sound at that time.
The Set Timeline Position node for FMOD Audio Components sounds promising, but it seems to do nothing. A bit of googling has revealed to me that attempting to set a timeline position is apparently invalid behavior, but I can’t find any other information on the problem.
I actually don’t need to exactly hit a specific millisecond, so if there’s some workaround where you can somehow skip to a specific beat, that’s just as good!
Native Unreal Audio exposes a Start Time float, but it will be ignored if the sound asset is being streamed. Does FMOD have the same limitation where it’s just not possible?