Hi,
Thanks for your reply.
We don’t use any middleware but we do use several dynamic pitch automations on SFX in UE5.
I was thinking the same, since this doesn’t happen on PC builds but only on switch, the hardware can’t handle multiple SFX played at the same time while changing pitch on others and the sample rate goes out.
Since we use pitch automations a lot and we cannot change this implementation, what’s the best way to solve this in your opinion? Putting a cap on the multiple voices that can be played at the same time?
Thanks