FSoundWavePCMWriter not working in UE 5.4.3 ?

Procedural sound waves are not necessarily consumed when played and do not inherently return to 0, this behavior is implementation-specific. For the sound waves used in RuntimeAudioImporter, they function similarly to regular sound waves, so you can rewind the playback time and start playing from 0 or any other point, just as you would with regular sound waves.

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