Fps drops when playing a sound for the first time, help!

I mean the game freezes for a few miliseconds.
Is there a “best practices” way to avoid this? is there an option in the editor or project options to avoid this? or maybe reducing sound file sizes, or compression? any ideas? THANKS.

btw Im using blueprint nodes to do this, but happen with both “spawn sound” and “play sound”

Do you use a Sound cue? And what is your editor version? And how much drops the FPS? And what is the filesize of the sound?

Im using sound cues, editor version 4.11, the game literally freezes for a ‘few’ (let’s say at least 60~80) miliseconds, file sizes are all lower than 40 Kb (once imported), compression quality 40.

Is there some kind of “preload” option for sound cues?

Thanks.

Can you show, how you play the cues? I had to optimize overall game performance to get rid of that short pause.
Try with an example, provided by epic, then check yours.
Do not use loop inside your cue or modulataor/oscillator for tests.
You can use an event from a timeline to trigger it in a loop.
:slight_smile:
Edit, when that happens only when the sound is played first time loaded, then create a fakeobject, place it somewhere, reduce volume, load cues there first.(This was suggested at github).
For me, that worked not.

Im playing the cues with defaults spawn or play sound blueprint modules, indeed occurs mostly the first time in the day that I test game. Im not using loops or modulators.

I have read about making a “play all cues at start” with zero volume. I’ll have to try it. Thanks.

(I was hoping an engine developer popped up with some “use the pre-loader thingy, is there for that!” :slight_smile: )