Open tedbarnett opened 2 months ago
@tedbarnett After some thought I think the best way to do this would be to have a string trigger whenever an audio output is enabled through a player action (like changing the seasons, walking near a stream). That way you will know if anything is being triggered that is not simply an audio cue in the level.
Can we wire up a blueprint that makes it easy to see what audio files we are using and what events they are tied to?