Procedural Sound experiencing sound bleed.
I'm in the process of building a waveform oscillator; which while not perfect is developing well.
This particular oscillator is supposed to be able to change waveforms (sin,square,saw,triangle) on the fly, but for whatever reason the previous waveform is bleeding into the new sound.
I can manually clear it by setting the oscillator to 0Hz freq, changing waveform, and then raising the frequency back up.
My code doesn't hang onto the sound data longer than to fill the OnSoundWaveProceduralUnderflow.BindLambda method and the data on my end of the code is cleared immediately thereafter. My best guess is that either SoundWaveProcedural or UAudioComponent is retaining data unintentionally (not my intention anyway).
Is there a method in SoundWaveProcedural or UAudioComponent to flush out old data without having to stop the audioComponent from playing?
asked Nov 10 '16 at 11:44 PM in C++ Programming
I'm not 100% sure this is the solution but I realized that UAudioComponent added some unwanted Spatialization and/or Attenuation. Setting those flags (bAllowSpatialization/bOverrideAttenuation) to false seemed to get rid of the phantom echo, except when I first changed the waveshape. As soon as I changed the frequency now the echo seems to disappear.
If someone could explain why that's a thing; I'd appreciate it.
answered Nov 14 '16 at 06:12 PM
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