Sound replicates on wrong sound component.
Hello, I am experiencing a weird problem with sound replication. I have a custom Character class "BP_Victim", which has a sound component. My goal is to make the walking sounds that this character plays, also play on other machines. I basically call a function on the server when needed, then this function multicasts the play sound on the specific sound component. I get the sound component based on the player ID, which I assign when the player connects.
This is the GetPlayerFromId:
The result is quite unexpected. I can hear the sound play, but when I start walking away from the second player, the attenuation settings kick in and my sounds start to fade away as I go further away from the other player. I also set the attenuation settings through the server based on player ID. it works fine when I'm playing from the client side, but when I'm playing from the server side I get into this problem.
Any help on solving this issue is much appreciated, plus if I'm doing something wrong or unoptimized I'd gladly hear some "best practices" tips.
After a while I solved this issue completely another way. The problem was that I wasn't using any animations, but now that I have character animations, the sounds are emitted by the character just like in the footsteps tutorial and now everything replicates properly.
answered Sep 17 '15 at 07:57 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here