Hi,
When setting my audio slider to 0 and then increasing the audio again, it no longer plays.
I know that setting this per sound wave will do the trick but this would be pretty time consuming altering each individually
There is also this workaround of setting a min value to something really small like 0.001, that way it never really mutes.
Are there any best practices for this type of thing?
Best practice is setting the virtualization option to âplay when silentâ I believe it was, which you already mentioned, on each sound file. I donât know of another way. If thereâs any it might be an option on an UAudioComponent or sound class I donât know of.
Perhaps you could use the property matrix to update the property on all files at once.
Thanks, for you response. Yes you are right about the bulk edit matrix, do you by chance know of the uses for the disabled and restart options? Itâs set to restart by default but when I set the audio to zero then dial it back up, the audio does not ârestartâ from the beggining which is what I assume the option does. Is this a bug or am I misunderstading something.
I havenât used many of those options. Scanning for âvirtualizationâ on the docs gets me nowhere but the doc page for the virtualization enum shows some options only work for sound files playing in a loop.
VirtualizationMode | Unreal Engine Documentation
The only source files in the engine mentioning VirtualizationMode::Restart are ActiveSound.cpp and SoundBase.cpp
If you look at FAudioVirtualLoop::Virtualize you will see this method returns if the sound is virtualizationMode::Disabled or if itâs not looping, never reaching FActiveSound::CreateVirtualCopy which processes the restart property.