Audio stops playing when player leaves attenuation radius

Hi,
So I’m creating an effect that makes some lights continuously flicker. The lights in my scene (not point lights or anything like that but the mesh actors I’ve made to represent the lights) have a sound component attached to them. They all play a buzzing sound. But the lights that I want to flicker (when triggered) will set that component’s sound to play the flickering noise. That works perfectly fine, however, if the player leaves one of the audio component’s inner attenuation I think, the audio will stop for every flicker bulb instance in the world and if I try to go back, the sound doesn’t play. If I were to stand under a bulb, the sound never stops. Is there any reason that the audio completely stops when I walk away from one of the bulbs?



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There’s an option in the sound cue 'Virtualize when Silent’

@ClockworkOcean
That didn’t seem to fix it. It’s set to looping too so I’m not sure why it’s not playing. And sometimes there’s also no sound coming from some of the audio sources despite being right under it.

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Hmm, that should do it. I’m not sure what else the problem could be… :melting_face:

I found a solution to my problem but I have no idea what was causing it. It was only having that problem with that sound cue. So I took the regular buzzing sound cue I was using when the lights aren’t flickering and duplicated it and used the sound wave of the flickering and problem solved :slightly_smiling_face:

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Bizarre :smiley:

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