'Stop Sound' and 'Destroy Component' - Don't stop looping sounds.
Calling Stop Sound or Destroy Component on an Audio Component created in UMG doesn't actually destroy the sound, and leaves it orphaned in the world.
This ONLY seems to occur with Looping sounds! I can call 'Fade out', but after the fade the sound starts again from scratch. Perhaps this is an issue with looping sounds? Video:
The sound is created and played while the money counts up. If the player chooses to close the box early, it tries to stop the sound early. For some reason, this doesn't work - even though the functions are called.
I was able to reproduce this issue on our end. I have written up a report (UE-29983) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Make it a great day
answered Apr 27 '16 at 02:15 PM
Rudy Q ♦♦ STAFF
Finally figured out where the bug is caused:
That's from the engine in SoundConcurrency.cpp. Essentially it's perfectly possible to create sounds without a Concurrency class, but if you do that, the Concurrency manager never removes them.
That's kind of a big deal IMO, there's probably a memory leak situation there where non-looping FActiveSounds never get removed from the concurrency manager, even though they're not doing anything.
Giving my audio component a Concurrency class fixed this issue for now, but this isn't a requirement when creating the sound!
answered Oct 10 '16 at 07:33 PM
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