I have a sound that fires off when you press a button. It’s a sound attached to the firing of a projectile. You shoot. It makes a sound. If I repeatedly click the button super fast it starts to make a cracking or popping sound. I want the audio file to fire off every time a user clicks the button. How do I do this and avoid the popping sound? I tried fading in and out as the audio component starts and stops with each subsequent click, but that doesn’t work. It’s an android/daydream build.
I have the same problem, may be due to low fps?
Could the cracking/popping sounds just be the audio clipping due to the overlapping sound, or does it stop the sound file and start it over on each click?
in my case didn’t was for overlapping or no stopping issues. But in effect I have to correct my previous solution declared above. My effectively and real solution of the cracking and popping sound was to reimport the mono sounds in stereo sounds… I did the mistake to mix mono an stereo sounds in my project, (although I think the UE4 documentation doesn’t put issue on this) after millions of tentatives I noticed that the cracking sound became after playing a mono soundcue. I really don’t know the reason of this failure, but I brutally SOLVED eliminating the mono sounds in my project, trasformed them in stereo and reimported. Now all is OK.
Very interesting. I will experiment with that too. My issue was solved by just play sound 2d for my projectile sound. I also began using a lot of play sound at location functions. What I was doing previously was attaching a play node to an audio file component.
I think that’s similar to what I was doing previously, where I was attaching a play node to an audio file component reference. When I began using play sound 2d that solved the issue for my projectile audio.
I’d check out the new audio mixer in 4.17 too for other audio issues. It will ultimately improve to be very helpful for android developers since it brings in features that were previously lacking such as spatialization. Still has kinks though.
ok let me know please.
I had a similar problem of popping sounds. It occurred when I chosed to managed some audio effect directly with SoundWave or SoundBase references instead of SoundCue. When I moved them to SoundCue I resolved, including to modify not only the sources items but all the structural blueprints that managed them (Select, temp variables, etc…)