Change Audio Device of Engine (UE4.26 plays no sounds)

Hi,
my Unreal Engine 4.26 doesn’t play any sounds.

  • I only use .wav sounds or the built-in engine sounds
  • I tried the same sounds in UE4.27 and they work.
  • I can’t play the sounds in the content browser nor in the “Simulate” Mode

The output log in UE4.26 only displays the following two messages:

LogAudio: Display: Audio Device (ID: 1) registered with world 'LVL_LevelTest'.
LogAudio: Display: Audio Device unregistered from world 'None'.

I guess this is the problem because the output log in UE4.27 displays much more:

LogAudio: Display: Creating Audio Device:                 Id: 3, Scope: Unique, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display:     Sample Rate:                          48000
LogAudioMixer: Display:     Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display:     Callback Buffer Frame Size To Use:    1024
LogAudioMixer: Display:     Number of buffers to queue:           2
LogAudioMixer: Display:     Max Channels (voices):                32
LogAudioMixer: Display:     Number of Async Source Workers:       0
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Audio Spatialization Plugin: None (built-in).
LogAudio: Display: Audio Reverb Plugin: None (built-in).
LogAudio: Display: Audio Occlusion Plugin: None (built-in).
LogAudioMixer: Display: Initializing audio mixer.
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
LogAudioMixer: Display: Using Audio Device 4 - LG ULTRAWIDE (AMD High Definition Audio Device)
LogAudioMixer: Display: Initializing Sound Submixes...
LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'
LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'
LogAudioMixer: Display: Creating Master Submix 'MasterEQSubmixDefault'
LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called
LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal()
LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time
LogAudio: Display: Audio Device (ID: 3) registered with world 'LVL_LevelTest'.

Are there any suggestions on how I can organize the AudioDevices that are used by the engine??

Thanks in advance!