Sound dropping first samples with new 4.9.0 release
We are using procedural audio to create looping sounds that are used in both semi and full auto. After updating to 4.9.0 the starting sound and the first looping sound or two are getting cut off and only the tail part is being heard. See this video for the example: Single fire issue
Here is a video from last weekend's build which was on 4.8.3: 4.8.3 with no sound issues
I can see in the code where the procedural buffering is occurring and it is getting copied into the audio device buffers just fine but it is like they are being ignored or dropped and we only get the last part of the sounds to work. You can see in the first video that full auto starts later than it should.
Is there a fix for this or what can we do? Thanks, Kory
asked Sep 03 '15 at 11:03 PM in Bug Reports
There was a known issue with Sounds Triggering 3 times when played on an android device. This was originally reported for Android, and could potentially be related to this issue. I mention this because it deals specifically with the sound playing 3 times. This issue has been fixed for an upcoming release and will be integrated when that associated version is officially released.
With that being said, I am going to investigate this issue to see what could be going on with the sounds. Would anyone mind providing me with some screenshots and some reproducible steps to get this occur on my end?
answered Oct 23 '15 at 02:17 PM
Just confirmed that if we ignore the first 3 calls to GeneratePCMData that it will then work correctly again and still be on time. So you guys will need to fix the engine code as it seems to be ignoring the first 3 buffers.
Here is the fix in our code that we are using to fix this issue:
answered Sep 04 '15 at 01:00 AM
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