CRITICAL - audio sample rate issue Unreal 5.4.3 - Switch build

Good morning, @afederici !

I hope all is well.

Have you been able to resolve the issue?

I’ve checked the post you shared where another user was having a related issue, and it appears his issue creates choppy audio playback (very likely related to CPU stutters).

The issue you’ve described is indeed a bit strange. It would seem as if the sample rate may be changing halfway through a testing session. It’s a bit difficult to provide a clear solution or recommendation without profiling data, but I could provide some thoughts and potential tests that may help pinpoint and fix the issue! First, a couple questions:

1.- Are you running the game’s audio natively or using audio middleware (FMOD/Wwise/etc.)?
2.- Would you mind providing profiling data that corresponds to the issue occurring?
3.- Would you mind sharing the audio settings for your Switch exports?

Unfortunately, the Nintendo Switch’s audio playback+processing capabilities remain a bit restrictive in comparison to PC and other consoles (particularly CPU-bound operations)… As a result, you may want to restrict active voice count/max concurrent voices more aggressively than other platforms.

I’d check profiling data (session frontend in UE5, or audio middleware profilers) before and after the issue triggers in order to find potential triggers. I’d particularly hunt for active voice counts being particularly high, as a well as on-the-fly conversions / resampling of audio events during runtime (further adding to CPU costs).

Could experiment with a sample rate of 44.1kHz, and ensuring similar platform settings when creating a Switch build. Would also double check the audio asset format for the files present in the project.

Worth checking out!:

Hope this is of some use. Happy to delve deeper!

Kindly,
Eric