I tried exactly what you did numerous times and I do not hear any sound being played.
-Added FMOD Ambient Sound
-Drag Into Sequencer window
----Now, I’m not sure how you got a sound to play without setting any event on the FMOD Ambient Sound in the details pane. So I changed it to my FMOD Event “Crowd Loop”
-Unchecked Spawned checkbox and add keyframe
-Moved the timeline cursor forward 50ms, 5ms, 100ms, doesn’t seem to make a difference
-Check spawned box and automatically added new keyframe
-Level Sequencer in the scene, I could not find the level sequencer in the scene to find “Auto Play” unless I use the “FMOD Audio component0” that gets created. But I have to add that to it’s own track, which is a bit different than what your instructions were…
I’m still having no luck with this…
Here’s a screenshot from before I figured out that I had to add an FMODAudioComponent to the sequencer timeline before being able to see “Auto Play”
Apologies, I did miss the step where I set the FMOD Event in the details pane in the list.
The Auto Play option you are seeing there is for the FMODAudioComponent, I was talking about the one that controls the Auto Play option of the Sequencer, there should be a Sequencer object either in the scene or in the content browser you can select to view and edit settings.
Is it not playing when you try to audition/test the sequence in editor or when you use Play-In-Editor?
That’s correct. I ended up finding a solution a different way though.
I just loaded the FMOD Event into the level and turned them all off of Auto Activate and just have them waiting for the scene to activate/deactivate them.
That seems to be the only way I can get it to work.
When I try to spawn into the scene and play, I can never get it to work…
I’m gonna come back at this later this week and I’ll let you know what I end up doing. Thanks for the help so far!