Is there a way to play a sound from a single soundwave source and have the audio sound spatialized on multiple components in world space?
For my use case I have some procedurally generated audio being queued into a USoundWaveProcedural with QueueAudio(), the soundwave is then set as the sound for two AudioComponents with SetSound(). The code continues to queue data at a rate sufficient for one audio component to play beautifully, but when it is playing on two audio components it is regularly under-flowing the buffer, three components exacerbates the issue further, and so on.
Creating a sound object for each component fixes this issue, but has drawbacks when done at scale, if there is a better way to do this I would love to hear it.
Thanks,
-Spiris