Description

When you place a substantially long Sound Cue/Wave in an Empty Group of a Matinee and set the Matinee to play on level load then on a key press pause the matinee and play the matinee, the sound group ignores the pause and play functions.

? - >This may be a limitation of the sound system in the engine currently.

Steps to Reproduce

**Quick Repro: Test Project attached **

  1. Open a Blank Project with No Starter Content
  2. Import a large music wave file (See Attached Example)
  3. Add Wave file to Level
  4. Uncheck AutoActivate
  5. Add a Matinee to the level
  6. Create a New Empty Group called Audio referencing the wave file in the level
  7. Add a Sound Track to Audio Group
  8. At time 0.0, Hit Enter to place sound playing
  9. In the level viewport, Select the Matinee Actor
  10. In the Matinee Actor's details, select Play on Level Load
  11. In the Level Blueprints, add a Key Press Event
  12. Off of the Key Press Event Press output, add a Flip Flip Node
  13. Off of the A output of the Flip Flop, add a Pause Matinee node
  14. Off of the B output of the Flip Flop, add a Play Matinee node
  15. PIE
  16. Press the Key Press Chosen above.

RESULTS: The Sound playing neither pauses nor starts

EXPECTED: The sound would pause and play based on Matinee track

Have Comments or More Details?

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Won't Fix
ComponentTools
Affects Versions4.9.24.10.24.114.12
CreatedJan 25, 2016
ResolvedJun 1, 2018
UpdatedFeb 10, 2020