How to solve this error for runtime generated sound wave files in unreal's playmode standalone? Mainly for recording voice on audio capture

How to solve this error for runtime generated sound wave files in unreal playmode standalone? This is the error log:

[2025.09.24-18.28.45:989][ 0]LoadErrors: Warning: While trying to load package /Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter, a dependent package /Game/RecordedAudio was not available. Additional explanatory information follows:

FPackageName: Skipped package /Game/RecordedAudio has a valid, mounted, mount point but does not exist either on disk or in iostore. The uncooked file would be expected on disk at 'D:/D_Epic_Games/U_ProjectsMain/MyProject/Content/RecordedAudio'. Perhaps it has been deleted or was not synced?

[2025.09.24-18.28.45:996][ 1]LogSlate: Took 0.000124 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)

[2025.09.24-18.29.30:840][443]LogAudioCaptureCore: Display: WasapiCapture AudioFormat SampeRate: 48000, BitDepth: 32-Bit Floating Point

[2025.09.24-18.29.42:736][157]LogBlueprintUserMessages: [BP_ThirdPersonCharacter_C_0] recording

[2025.09.24-18.29.42:738][157]LogBlueprintUserMessages: [BP_ThirdPersonCharacter_C_0] stop recording

[2025.09.24-18.29.42:738][157]LogBlueprintUserMessages: [BP_ThirdPersonCharacter_C_0] Play sound

[2025.09.24-18.29.42:738][157]LogAudioMixer: Warning: FMixerBuffer::CreateStreamingBuffer failed to StreamCompressedInfo on SoundWave 'SoundWave_0'. Invalidating wave resource data (asset now requires re-cook).


How I set it up for you to test:

So you can test this yourself in a blank Unreal five 5.6 or 5.5 project (tested on both and neither work).

In the BP_ThirdPersonCharacter class I added this blueprint to make a recorded audio from your microphone.

I created a new sub mix class, and inserted this submix in the the 'Start recording output’and ‘finish recording output’ nodes, and in the audio capture sound submix send

And the ‘finish recording output’ is set to export as a soundwave.

Then in ‘Editor Preference’ Tab I search for ‘additional launch parameters’ in input ‘-log’ so I can see the logs in play mode standalone

Now when you press play mode in editor, you will enter the game and press 1 to record your microphone voice and stop recording and press 2 to play back and it all works.

HOWEVER if you try to run this in play mode standalone or packaged game you will get the error above and I am assuming it’s because unreal can’t play sound wave files that are generated in runtime?

MetaSound Wave Writer


Wave writer creates .wav files in your Saved directory.

To load a .wav file saved by WaveWriter at runtime, you need to use C++ to read the file from disk and convert the raw data into a USoundWave object. There is no direct Blueprint node for this functionality, especially for packaged builds.

But the ‘Finish Recording Output’ I’m using is not exporting a wave file, in the pic you can see I set it to export ‘Sound Wave’ instead of wave file. Or are those the same thing? Setting it to ‘Sound Wave’ in play mode in edtor has it export to the main content browser folder as a sound wave but that doesn’t seem to work with standalone or package.

The Editor is creating the soundwave in your setup. Packaged Game / Standalone doesn’t have the editor.

It needs to export to the Saved directory and Use C++ to read the directory and convert it to a Soundwave object. This is Wave Writer’s sole purpose. Create runtime generated sound files.

BP cannot do what you want to do.

So would you say settign the Export type to Sound Wave is a in editor develpoment tool then? as it seems not possible to use in package games?

Correct it’s an in editor tool.

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Can I use the SoundWaveProcedural class to store runtime generated sound wave files, someone told me but they don’t seem ot have proof.