To sum up the issue, sounds longer than 5 seconds have a bizarre delay before you can hear the audio
So if the sound is 5 seconds long or less, it will play from 0.0 - 5.0.
If the sound was, for example 15 seconds long, it would play from 4.0-15.0, missing out on the first 4 seconds of the audio cue.
Even if the sound was 5.01 sec long, it would play from 4.0-5.01.
If the sound is looping, the first loop has the problem, but after that, the sound loops like normal, from 0.0 onwards.
I only just noticed a very bizarre issue where I have a flame-thrower, it uses 2 sound waves.
The first is the initial squirt of the flame-thrower which is 0.25 sec long, the 2nd is the flame-thrower looping sound which is 14 sec long.
There is a concatenator node in the audio cue so that the squirt sound plays first, then the normal firey looping sound (which is set to looping) afterwards.
This has been working since I put this into the engine many engine versions ago, but now has suddenly decided to start being strange.
What it is doing (in game at least) is the player clicks and holds as if they are firing the flamethrower, the initial squirt sound fires, and then the looping sound almost seemingly doesn’t have any audio for the first 3-4 seconds out of the 14 second sound wave file.
So instead of a nice clean:
It sounds like:
PFF…RRRRRRRRRRRRRRRR (then loops normally)
After a bunch of trial and error and testing, I decided to cut the original audio loop down in it’s length so it is 5 seconds, and now it loops, although, it’s a 5 sec loop now (which is probably all I need, but it does make me wonder about other audio loops in future that I may implement that would go for long, such as ambient background noises etc).
I figured out that if the loop was 5.01 sec, the problem would occur. So my guess is that there is now some weird problem if a loop is over 5 seconds in length.
I thought it might be to do with the file size, but seemingly has nothing to do with that, so I dunno, I’ve tried making new audio cue’s, using different .wav files with different sounds, but the same problem is occuring unless the audio is 5sec or less.
Could anybody else maybe test this with 4.13.1 and try to replicate it. It was all working ok in 4.12.5, and I THINK even 4.13.0 (I honestly can’t remember if it was ok in 4.13.0 though).
Thanks and I hope this helps some folks who may be having the same issues.