AudioUpdateTime taking 300+ms?
When I run ShooterGame (PIE) on my computer with two players, dedicated server or not, the first player experiences extreme lag whenever a sound finishes playing, that player being "Server" with no dedicated server or "Client 1" with a dedicated server.
I made a new FPS template project and migrated the animation blueprints for the first and third person character models and experienced the same thing. When I went through the animations and removed all sound cue references the lag stopped entirely.
When I profile the game with the sound cues enabled there is a massive spike in the game thread at the end of every footstep or jump sound. It comes from GameThread>FrameTime>AudioUpdateTime>Self. The spikes seem to be for a single frame and can take anywhere from 300ms to 600ms.
It may have something to do with my hardware because I do the same thing on a computer in my lab and experience no lag, and I also get no lag on my computer when the gunfire sound from the FPS template plays, no matter how much I spam it.
This computer has an Asus M5A97 LE R2.0 970 AM3+ motherboard and no special audio cards.
Has anyone encountered anything like this? How can have sound and still be able to playtest the game, are there any workarounds?
asked Apr 30 '16 at 12:33 AM in Bug Reports
Thanks BigDub, The audio engine shouldn't have any dependency on multiple clients/server communication. Audio is client-side only -- the events which determine what sounds play and where are handled by networking code.
answered May 03 '16 at 05:24 PM
What exactly is the "apply effects" when hovering it says mix voice?
I'm having a similar problem when hosting my currently built game but this only seems to happen when clients are connected. I'm running 4.18.3 hosting from AMD 8 core FX 8350 black edition 4ghz and gtx 1070 sc edition. Doesn't seem to be an issue when no clients are connected.
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