Why doesn't sound concurrency work on my sound cues?
I have some player footstep and foley sound cues that are triggered through a Blueprint that creates a fake step loop (as there are no player animations in my project). I've set up sound concurrency and applied it to them with a ridiculous max of 50 (just to make sure). However each time the cues are triggered, playback of the previous sound selected stops and is replaced with the new one. TLDR: Concurrency settings are doing nothing. Sound cues are not playing concurrent sounds.
Note: The concurrency setting is applied to the audio components, the sound cues and the "Play" nodes in my Blueprint, but sounds are still always replaced.
Running version 4.15.
asked Sep 21 '17 at 05:34 AM in Using UE4
Ah, I misunderstood your original question -- if you're reusing the same audio component, it will stop the sound on the audio component before playing a new sound. That's probably what you're running into.
Think of audio components as "handles" to a playing sound (or active sound), which may be multiple wave instances if you're playing a sound cue that has multiple wave players feeding into a mixer node. You can only have 1 handle to 1 active sound, otherwise how would you know what sound to set volume/pitch, etc, to. If you want multiple sounds to play considering using multiple audio components (with the SpawnSound commands) or using PlaySoundAtLocation if you want to not deal with audio components.
Follow this question
Once you sign in you will be able to subscribe for any updates here