[BUG]Sound Mix modifier not working properly
Hi, I think I have encountered a bug. I had it inside my project and could isolate it, so I am sure it is not something messed up with my objects/blueprints.
I have a Sound Class for my music files, and a Sound Mix, that sets the Music class to volume 0.0 (name ist SM_NoMuiscMix)
When I call ClearSoundModifiers and then push my modifier e.g. when clicking a button, the following behaviour occurs:
Clicking once mutes the music like expected. On the next click the music starts again, what should not happen. On the third click it is muted again. And this goes on, switching off and on.
It is not expected, I expect that on every click the music stays disabled, because every click I push the mix again.
I have tested this in code and blueprint both (UGameplayStatics in code), and with more SoundMixes, and it occurs everytime.
asked Mar 28 '15 at 05:13 PM in Bug Reports
I have great news! I was testing this today and cannot reproduce as of 4.8 preview 4. It looks like as long as you use both push and pop state to remove the previous modifier with a pop state immediately after setting the new modifier with a push state, the modifiers work as expected.
answered Jun 03 '15 at 03:50 PM
I was able to reproduce this on my end and have entered a bug report, UE-13010 to be assessed by the development staff.
answered Mar 30 '15 at 06:46 PM
not sure if this is important for you and why it is like this. i had also the problem, that i had no reaction on my sound mix modifer ingame. Everything worked, execpt of the blueprint node "Set Sound Mix Class Override".
the problem was, i put it into the event int of my gameinstance and i had no reaction. after i put the "Set Sound Mix Class Override" into an other event it worked well. Just for people who running maybe into the same issue.
answered Aug 07 '16 at 10:43 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here