In 4.11 release, my sound Cues are all bugged.
So I transferred over my project from 4.10.4 to 4.11. Once in 4.11, some of my sound cues are acting strange while testing. They won't play at all in the content browser, and some won't play in game.
But inside my content browser if I click play on any cue, none of them produce sound. Opening any Cue and hit the "play Cue" button does nothing at all, doesn't even fire (orange simulation lines). Even though my sound files play fine on their own in the content browser.
Now I have an attenuation node inside my cues, if I uncheck the box "override attenuation" and hit play cue, it fires and it plays just fine after that. I check the box again to override the attenuation and the cue still plays fine from their on until I close the engine.
Even more, within running my game in-engine, some of the cues fail to play, even if tinkered and I get them to play in game; everything I did above would revert back once I close the engine and open it again for the next session. All Cues won't play when in content browser again, and the same few sound cues won't play in game correctly, even though they are being called in the Blueprints accurately. (I quadrupled checked)
Everything about this looks like a bug. All of my Cues were working excellent in 4.10.4. Please HAAALP!!
asked Apr 05 '16 at 05:22 AM in Bug Reports
I figured out the source of the issue, at least with the project I was given to me by Andrew Hurley which appeared to reproduce the problem. The issue is that I added a distance check to UAudioComponent::PlayInternal which was intending to reduce the number of audio components created, which worked for us on Paragon. However, I hadn't taken into considering the case of a one-shot sound played on an ambient actor (and likely other cases as well). Removing the distance check appears to fix all these issues (the sound cue not playing in content browser preview, and one-shot sounds not playing from ambient actors, etc).
If you have the 4.11 code from github (and can program a bit to hack something in) and want to patch in the fix to test it out to help me confirm it fixes the problems for you guys specifically, before the 4.11.2 hotfix is out, it's basically to remove the branch which checks if a sound is audible:
In UAudioComponent::PlayInternal, remove this line:
And remove the code at the bottom which calls PlaybackComplete(true):
So what was happening (again, at least in the repro Andrew Hurley found for me) is the auto-trigger was happening for ambient actors that have a one-shot sound to play (i.e. non-looping). Since the actors were all out of range, the audio component was being immediately destroyed. Then when walking within range of the sound, since the audio component was destroyed (and no active sound was created) the sound would never play. In the preview case, it was doing a distance check with the preview and not playing there as well.
answered Apr 06 '16 at 10:50 PM
I went ahead and entered a bug for this issue (UE-29091) and am working alongside MinusKelvin to get this issue resolved.
We appreciate you taking the time to report this bug, and once a fix has been implemented it will be added to the list of fixed issues for an upcoming hotfix or full engine release.
Let us know if you have further questions.
answered Apr 05 '16 at 06:37 PM
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