Audio Concurrency Resolution Rules Bugs
I've created a river with a spline mesh and wanted to spawn sounds between the spline points automatically. I gave those sounds a capsule attenuation shape. It looks like this:
Now I thought I restrict to play max. 2 water flowing sound cues and set the 'Max Count' setting in the Sound Concurrency menu to 2.
However, based on the resolution rules in the concurrency menu I get different errors. I started all test at sound location no. 3 and moved to 4. then to 2. and 1.
-Prevent new: 1. and 2. audio is playing. Error note: Error Blueprint Runtime Error: Attempted to access AudioComponent_228 via property CallFunc_SpawnSoundAtLocation_ReturnValue, but AudioComponent_228 is pending kill from function: 'ExecuteUbergraph_BP_River' from node: Set in graph: EventGraph in object: BP_River . The same error note is also for Audio_Component_229 (the fourth spawned audio).
-Stop oldest: 3. and 4. audio is playing. No error. Makes sense.
-Stop farthest, then prevent new: 1. and 4. not playing. Same error as above.
-Stop farthest, then oldest: Same as previous setting.
Stop lowest piority: 1. and 2. not playing. No error.
Stop quietest: 3. and 4. playing normally, but when moving to 2. and 1. there is a sound error, like resonance disaster.
It looks like in some resolution rules the concurrency system tries to kill my spawned sounds and thus they will never be able to play a sound.
Of corse I could set the max sounds to something bigger like 16, but would that not be a waste of audio channels?
asked May 06 '16 at 09:04 PM in Bug Reports
Hi MrRabbit, I'm not 100% sure exactly what your implementation is from your description, but I believe these issues may have been solved for 4.12. Unfortunately, if what is going on is what I think is going on, the bugs were discovered after 4.11 was released and they have not been deemed severe enough for a hotfix.
If you can modify the source for a local patch, check out this fix on the 4.12 branch in github:
answered May 09 '16 at 04:40 PM
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