A SoundWave asset is not audible, but it becomes audible by another one.

Package build only. In the editor / PIE, the problematic sound wave is always audible.

I also checked the streaming pool status, just 2 ~ 3 MB is used.

Steps to Reproduce
Hi Epic,

Let’s say I have 3 maps (Lobby, A and B) and 2 SoundWave assets (Sound-A and Sound-B).

Sound-A plays in the level-A, Sound-B plays in the level-B.

However, at some moment, the Sound-B is not audible in the level-B.

Verified in the audio debugger, it actually shows up; just inaudible. (package build)

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I receive the end callback, dumping the sound asset shows it as well.

Interestingly, if I entered the level-A first (Sound-A is audible), then entered the level-B, the Sound-B is audible as well.

So, did more tests.

In the lobby, I tested with the au.debug.playsoundwave.

Two sound assets are referenced by the game instance, so they’re actually loaded even in the lobby.

au.debug.playsoundwave Sound-B => Inaudible

au.debug.playsoundwave Sound-A => Audible

au.debug.playsoundwave Sound-B => Audible

So, just playing Sound-A simply makes Sound-B audible.

Do you have any idea about this issue? Already fixed in 5.5 or 5.6?

These two sound wave assets have exactly same settings, just lengths are different.

‘Bink Audio’, Loading Behavior ‘Inherited’ => LoadOnDemand… etc

I changed the Loading Behavior to Retain, Prime; nothing resolved the issue.

Hello Taehee Kim,

Could you try running again with `au.debug.soundwaves 1`. That will give some more information about the volume associated with the sounds.

Also, could you include logs? They might offer some clues.

Cheers,

Phil P.

Hi Phil,

Sorry for the late response, we’ve been doing other parts as the workaround works. We will integrate 5.6 soon and I’ll remove the workaround after that. If it occurs again, I’ll create a new ticket. Please close this.

Best Regards,

Taehee Kim

Thanks Taehee, will do.