Thanks for the response, it actually happens on most sounds. I made a video below with more info, and you can see it happening on a 7.2 second sound.
The video with more info:
0:00-0:15
Charging audio is always playing, and volume just fades to 1 during the charge and back to 0 after, but audio doesn’t play until a second or so later when volume hits around 0.4. (It’s only a 7 second sound)
0:20-0:40
Showing it with attenuation (green sphere just to help see the radius in game). Same problem, sound just pops on a second or so later, ignoring the whole point of the attenuation.
0:45-1:10
Just another example with a louder audio clip to show how jarring it can be in game.
So you can see this happens anytime audio is played or even just raised above volume 0, has nothing to do with the concat node, that was just a way for me to show it’s delay at the time.
I’ve tried the suggestions you posted, messing with bAlwaysDecompressOnLoad, DecompressedDuration, and all the other values in the sound properties and custom sound class.
Nothing seemed to make a difference.
I added the changes to Project\Saved\Config\Windows\Engine.ini
I can’t seem to find anything about Streaming sounds, is there any more info on it?
Also, are you saying this audio issue will not be a problem for cooked games? If so that’s great!
However I’d still prefer to solve it in editor if possible.
We’re having a playable demo in gamescom which will need to be played through the editor, as the cooked build has much bigger spline-collision related problems (collision works perfectly in editor, randomly disappears when cooked).