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+1 vote
I'm using Unreal Engine 4.26 and trying to solve an issue where audio that is playing (a looping track started via a PostEvent on an AkComponent) in the main menu stops playing when the player transitions from the main menu map to a level map (and vice-versa). Ideally, the looping menu track would persist (through loading) until the player entered the level, and a track played at the end of the level (victory music) would persist through loading until the player reached the main menu.

The AkComponent must be attached to an actor to function. Our main menu is Standalone, whereas our levels are client-server, meaning that the travel from the main menu to the level is non-seamless, and all actors are destroyed during it. This destruction seems to be what is causing the audio to stop. I could play the same audio track again when the actors are created again post-server travel, but that would result in a period of silence, as well as restarting the track.

Is there any possible way to play audio with WWISE that doesn't rely on being attached to an actor, or any other potential way to circumvent this issue?
in General Discussion by Ben F. (110 points)

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