After testing multiple different ways to get a Media Sound Wave to play in sync with the associated Media Player Asset, I feel it is very hard to get the sound to even play. Not mentioning getting it to sync up with the video playback.
Getting the Media Player Asset to play is not really a problem. I have created a blueprint class, used the level blueprint, and even a combination of the two. The results tend to be the same when getting the Sound Wave to play correctly.
I spoke with Max P. about the issue and he mentioned it would probably be more difficult to playback sound with a longer movie. The movie file I use for the Media Player Asset is roughly 2 minutes and 50 seconds long.
When and If the sound does play, upon overlap the game hitches until the movie playback starts/continues. This can sometimes cause the Media Sound Wave to not link up as well.
*Sound wave does not persist through packaging.* After setting sound to play when volume is reached it does not play after packaging to windows.
*Note* I had to use the 'From URL' stream mode for the Media Player Asset to function at all due to the crash I get when switching to 'From Memory' *Note*
I have provided a series of images that show how I set up the more successful example I have been able to find.
Grab the (.WMV) Movie File I used from the Shared Drive [Link Removed]
1. Create a New Blank Third Person Blueprint Project.
2. Follow the Tutorial for Creating a Media Player Asset, Texture, Material, and Sound Wave. https://docs.unrealengine.com/latest/INT/Engine/MediaFramework/index.html#whatismediaframework
3. Use the Images I have provided to set up your own project to play the Media Sound Wave and Media Player via Blueprints.
4. Try to get the Media Sound Wave to play however you can. You might be able to notice the hitching upon overlap, or if the editor becomes unresponsive.
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