High CPU core load while passing MetaSound Patch

Hi everyone!
I am beginner in UE at all, currently I dive into metasound and try to get on with it.
Now, I face some strange to me behavior I cannot find explanation for.

Let’s say, I created a metasound source, which is provided with WaveAsset array as input or variable - no matter, the list of assets is defined, it’s 3 samples of some ambient noise.
This MSS provides playing all ambients passed in and randomly shuffling them with crossfade, so I get pretty smoth and generative ambient sound.

It is assembled so it plays an infinitive loop passing out sterero audio, until stop’s been triggered, which sends OnFinish signal.
If I start it play from the asset editor as MS source - it play nicely with lose CPU core load ~0.1-1.0%.

What do I do next is coping nodes from source to the patch, which takes waveasset array as input, so I can send some assets from MSS sourse I will use patch in.
OnPlay input trigger, OnFinish output trigger, stereo outputs are set up just wel, so it is pretty fine node for MS Source.

So, I create new MS source, create a new var wave asset and send them into my patch.
OnPlay, On Finished, stero inputs are set. Press play goes with:

  • no sound
  • high CPU core load ~150-200%
  • in log i see message:
    LogAudioMixer: Display: Audio Buffer Un derrun (starvation) detected. InstanceID=1

At the same time, if I recreate patch as MS source as node for another MS source - it will play corretly.
Any idea on what’s goin on?

4 months past.
Any attention to thePROBLEM from anyone?