Working with Audio Tracks

Illustrates how to add Audio Tracks and adjust volume/pitch values through keyframes.

Choose your operating system:

Windows

macOS

Linux

Whether you are looking to score your cinematic with a musical track, or whether you want to add sound effects (such as impact sounds and voice overs), you'll need to do it with an Audio Track inside of Sequencer . Sequencer's Audio Track also enables you to adjust the Volume or Pitch of your audio assets at any point during your cinematic with keyframed value changes.

In this how-to guide, you'll add a music track to a sample scene and fade it in over time (as well as adjust the pitch during the cinematic).

EndResultImage.png

Steps

For this how-to guide, we are using the Blueprint Third Person Template with Starter Content enabled.

  1. From the Main Tool Bar, click Cinematics and Add Level Sequence .

    Audio01.png

  2. In the Save Asset As window, choose a save location and save name, then click Save .

    Audio02.png

  3. In the Level Sequence , click the Add button, and then select Audio Track .

    Audio03.png

  4. On the Audio Track , click the Add (+) button, then search for and add the Starter_Music_Cue asset.

    Audio04.png

    • You can click the Expand icon to expand out and see your audio sub-tracks.

      Audio05.png

    • You can add additional sub-tracks to the Audio Track by clicking the Add (+) button. You can then drag the additional sub-tracks along the timeline to reposition them where you want in your sequence.

      Audio06.png

  5. Expand the Starter_Music_Cue track, then change the Volume and Pitch Multiplier values to 0.0 and add keys for both.

    Audio07.png

    This will turn the Volume to off, and set the Pitch to low.

  6. Scrub the Timeline marker (ahead) to frame 50 , change the Volume and Pitch Multiplier values to 1.0 , and then add keys for both.

    Audio08.png

    This will turn the Volume up to its default value (on), and the Pitch to its default value (not affecting the sound asset).

  7. You can delete sub-tracks within the Audio Track by clicking on them in the Timeline window, and then pressing Delete (or Right-click and Delete ).

    Audio09.png

  8. Return the Timeline to 0 , then click the Play button inside of Sequencer to play your sequence.

    Audio10.png

End Result

When you play the Level Sequence, you will hear the audio fade in, with the pitch adjusting as the sequence begins.

While this example is fairly simple, you can add more keyframes to fade in (or fade out) audio at any point during your sequence, or you can adjust the pitch of audio assets as you desire. Audio Tracks support either Sound Cue or Sound Wave assets, which can be added by dragging-and-dropping from the Content Browser into a Level Sequence, or by adding through the Add option of an Audio Track.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss