iPhone Audio missing

Audio works fine on and MAC but not on iPhone.

Debugging the SoundWave object I’m passing into PlaySoundAtLocation looks fine (in C++, also was trying from a Blueprint).

Any pointers?

Howdy ,

Thank you for reporting this issue. I am going to need a bit more information on this issue before i begin into what may be causing this problem. What version of UE4 would you currently be using when testing this issue? Would that version be a Binary build or Source Build of UE4? Would you be able to provide a couple of steps as to how I may be able to replicate this issue internally with Blueprints? What device would you be using to deploy your project to?

Any additional information would be greatly appreciated.

Thanks and have a great day!

Hi , thanks for checking in,

I’m on 4.6.1 running a source build on an iphone 5. I can hook you up with the (small) github depot if you have a name, though I’m going to blush at the state its in (prototype project, just moved to MAC this week). Will see if I get a similar issue using a sample project.

Honestly I’ve probably just missed the volume control somewhere - or that flag in project settings “be silent on iphone”.

Having said that if I sniff in the Tappy Chicken sample project the editor crashes (4GB old MacBook) so I might be out of luck testing like that.

Hey -

I was able to test this internally and had the same issue with PlaySoundAtLocation not playing for a packaged IOS game. This has been reported for further investigation as UE-7455.

Cheers

Hi - thanks for the followup!

I have two further questions,

  • How do I track progress on UE-7455, or any other reported bug?
  • Are there any workarounds for this audio issue (for instance perhaps I could create a dummy actor and play sounds on that actor for now)?

Thanks,

Currently the system for reporting and tracking bugs is a private internal structure. I will be sure to update you as progress is made toward the resolution of this issue.

As for the workaround, your suggested option sounds like a good idea. Just ensure that the dummy object is set to hidden in game so that it won’t show up during play.

Thanks , I’ll give that a go [at some point] and report back if it doesn’t work.

Well, I’ve got a workaround - audio comes out of attached bluetooth devices, just not the phone speaker.

I can confirm this.

Still seems to be an issue on 4.8.0, though with preview 3 I’m unable to run on iphone at all audio was missing on preview 2. Is that expected?

Hey ,

UE-7455 is actually still an active bug within our system, it’s listed as a 4.9 integration currently.

If you have any further questions, please let us know. Have a great day!

Looks like it made it into 4.8.2 - iPhone audio now audible!

And, gone, next time I packaged the game.

Hey,

UE-7455 is a bug that’s backlogged and unresolved. It’s for PlaySoundAtLocation node not working in packaged iOS games. So if you’re using that specific node, then it would not be working appropriately in packaged iOS games at this time.

Thanks!

Yep - still broken in 4.9 Preview 3.

Seems true for Play Sound 2D also.

Any thoughts to fix this this year or should I work around (I assume that playing via an invisible actor would work, haven’t actually tried it…)?

Seems like the workaround should go into the engine instead of everyone developing for iOS working around it.

I also haven’t been able to get audio working on my iOS build on my iPhone 5c, using 4.10.0.2 and building from El Capitan 10.11.3. I’ve tried Play Sound 2D and its attached variant, Spawn Sound 2D and its attached variant, none seem to work.

After fully reading the thread, I plugged in some headphones and whaddya know, there’s my audio Not sure how to get the audio to come out of the speakers however, all other apps seem to be audible just fine.

For the record it’s been working for me 100% since 4.10 (perhaps even the official 4.9 release). Expect that time I had my phone on silent… Which didn’t make me feel as stupid as the time I debugged a ps1 plugged into a tv that was… Off.