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Can you use WWise in a level sequence timeline and have it stay in sync when frames drop?

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I'm playing a song to accompany events in my level.  All the animations are timed out to match and controlled by the the sequence.  On mobile, the framerate can sometimes suffer, and the timeline is forced to skip frames.  When this happens the music gets out of sync with the animations.

I notice that if I use an Unreal audio asset, it will skip the audio to the correct place to stay in sync with the timeline.  But if I use a WWise asset it doesn't seem to do this.  Is there any way to make it skip the music to stay in sync with the timeline sequence?

 

Thanks!
asked Jan 24, 2022 in General Discussion by Bob S. (220 points)

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