Users are reporting that when playing sounds in projects deployed to their Android Devices, the playback is triggered three times in quick succession. There are known work arounds to this issue, li ...
Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...
Playing a sound (firing weapon) and switching the camera mode will cause the gunfire sound to play twice, once from the weapon's position when it's fired and again as through the sound was coming fr ...
Setting the start time within the Play node for an audio component does not function when deploying to Android. The set up works fine when playing on the PC, and the sound functions on the Android ...
Unable to import a sound file shorter than 1 second in length. The two sound files attached are the same sound, but one has been extended to at least 1 second long and successfully imports. ...
Android audio uses -30 dB as minimum volume but it should be lower. ...
Short duration sounds (< 1.0 seconds) trigger a check on max distances by sound nodes in a sound cue. Sound cues which use SoundNodeParamCrossFade are reporting 1.0 as the max distance and thus resu ...
When attempting to play random sounds using the 'Random' node within the audio editor, the 'Randomize Without Replacement' does not function as explained via the tooltip. The options says that if y ...
Sound mixers do not properly override variables within a sound class. This prevents users from being able to modify variables such as volume or pitch quickly and efficiently by using the push/pop st ...
When running a game in the editor and using the Command Console 'ModifySoundClass', the console returns saying the command is unrecognized. It is my understanding, that even if you do not create ne ...