Importing ANY audio file (even audio files that used to work) into unreal engine 5.4 project makes them have 0 seconds duration

When im trying to import audio file that work everywhere else, they play, work in blender, in davinci resolve, audacity, you name it, but when importing into unreal engine 5.4, the audio file is imported with a 0 second duration, and doesnt play, there is a waveform thumbnail generated for it, but its just the 0 second duration that stops it from playing at all. How do i fix my audio file importing, i have tried clearing the deriveddatacache, still dont work, changing the default audio output on windows, still wont work, ive tried recording the audio using obs and transcoding it to audio, and it still wont work.

Hey there @maxi74x1234! Are you using WAV files with 16-bit encoding? 24/32 don’t seem to work. That seems to be a common issue with sound files being unable to be read appropriately.

wav files, mp3 files, flac files, are ALL imported with 0.00 duration, even mp4 recodings of the audio transcoded to mp3 dont work

That’s interesting. Any Errors/Warnings in the logs upon import? Does this apply to other 5.4 projects or just this one? Does this apply to any other engine version you have on hand to test? If it’s only 5.4, I can’t recreate it so it could be something wrong with the engine installation. If it’s all versions, there’s a different environmental issue at play.

Heres output logs i see that are relevant, bottom 2 lines are where i imported an audio and attempted to play it, the import info says its duration is “0.00” seconds, when the file is definitely not 0 seconds

LogDerivedDataCache: C:/Users/maxi74x1/Documents/Unreal Projects/HD2_v6_544/DerivedDataCache: Maintenance finished in +00:00:00.001 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 0 files in 1 folders with total size 0 MiB.
LogFactory: FactoryCreateFile: SoundWave with SoundFactory (0 0 C:\Users\maxi74x1\Music\Wake me up\1_combined_(Vocals).wav)
LogAudioDerivedData: Display: Building compressed audio format BINKA hash BINKA_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave 1_combined__Vocals_…
LogAudio: Display: Chunk stats for (SoundWave /Game/1_combined__Vocals_.1_combined__Vocals_: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=17, Chunk0=28 bytes, Chunk1=261729 bytes, ChunkN=261653)
LogAudioDerivedData: Display: Building compressed audio format BINKA hash BINKA_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave 1_combined__Vocals_…
LogAudio: Display: Chunk stats for (SoundWave /Game/1_combined__Vocals_.1_combined__Vocals_: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=17, Chunk0=28 bytes, Chunk1=261729 bytes, ChunkN=261653)

Does this apply to other 5.4 projects or just this one?

Does this apply to any other engine version you have on hand to test?

Could I see the compression details of the asset?

It seems the factory when putting together the asset file itself is failing to get the actual audio data somehow. I see BINK audio compression is at play as well. There was previously a BINK (media plugin not audio but still might be relevant) bug that may have some relevance.

this happens in every 5.4 project, in my other engine versions it imports fine. Dont know how to get compression details but what im exporting it as in audacity is attached. I changed the audio system from bink to pcm and still the same problem occurs, 0 duration. this was ALL working a week ago, but now its all decided o flop and throw a trantrum

Open one of the audio assets in Unreal by double clicking them, then search the details for Sound Asset Compression Type. It should be Project Default but change it to PCM, then save the asset, then try to play the sound. I don’t think it’s the compression (since the factory even said duration 0 but this is a good check to see if compression is related at all).

Does anything change?

Since this is your entire 5.4 install wide, we may need to clear some of the engine side caches or cleanly reinstall 5.4 if I can’t pinpoint what did it.

alright, it was on opus, changing it to pcm then playing it does nothing, reimporting it sends all this to the console
”LogAudioEditor: Performing atomic reimport of [C:/Users/maxi74x1/Music/Wake me up/1_Radiohead - Everything In Its Right Place_(Instrumental).flac]
LogFactory: FactoryCreateFile: SoundWave with ReimportSoundFactory (0 0 C:/Users/maxi74x1/Music/Wake me up/1_Radiohead - Everything In Its Right Place_(Instrumental).flac)
LogAudioDerivedData: Display: Building compressed audio format PCM hash PCM_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave 1_Radiohead_-Everything_In_Its_Right_Place__Instrumental
LogAudio: Display: Chunk stats for (SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=171, Chunk0=46 bytes, Chunk1=262144 bytes, ChunkN=262144)
LogAudio: Display: Sound Wave SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental is very large, requiring 171 chunks.
LogAudioDerivedData: Display: Building compressed audio format PCM hash PCM_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave 1_Radiohead_-Everything_In_Its_Right_Place__Instrumental
LogAudio: Display: Chunk stats for (SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=171, Chunk0=46 bytes, Chunk1=262144 bytes, ChunkN=262144)
LogAudio: Display: Sound Wave SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental is very large, requiring 171 chunks.
LogAudioEditor: – imported successfully
LogAudioDerivedData: Display: Building compressed audio format PCM hash PCM_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave 1_Radiohead_-Everything_In_Its_Right_Place__Instrumental
LogAudio: Display: Chunk stats for (SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=171, Chunk0=46 bytes, Chunk1=262144 bytes, ChunkN=262144)
LogAudio: Display: Sound Wave SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental is very large, requiring 171 chunks.
LogAudioDerivedData: Display: Building compressed audio format PCM hash PCM_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave 1_Radiohead_-Everything_In_Its_Right_Place__Instrumental
LogAudio: Display: Chunk stats for (SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=171, Chunk0=46 bytes, Chunk1=262144 bytes, ChunkN=262144)
LogAudio: Display: Sound Wave SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental is very large, requiring 171 chunks.
LogAudioDerivedData: Display: Building compressed audio format PCM hash PCM_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave 1_Radiohead_-Everything_In_Its_Right_Place__Instrumental
LogAudio: Display: Waiting for soundwaves to be ready 0/1 (/Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental) …
LogAudio: Display: Chunk stats for (SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=171, Chunk0=46 bytes, Chunk1=262144 bytes, ChunkN=262144)
LogAudio: Display: Sound Wave SoundWave /Game/1_Radiohead_-Everything_In_Its_Right_Place__Instrumental.1_Radiohead_-Everything_In_Its_Right_Place__Instrumental is very large, requiring 171 chunks.”

I then changed the engine audio compression type to pcm as well, and reimported, and it sent the exact same stuff as above

I see this one is a FLAC file, does this same log occur with fresh import of a different 16 bit wav file? I ask just to keep the tests controlled without changing too many variables at once.

oh yeah sorry, yeah with the 16 bit wav, still doesnt work

LogAudioDerivedData: Display: Building compressed audio format PCM hash PCM_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave but_why16bit…
LogAudio: Display: Chunk stats for (SoundWave /Game/but_why16bit.but_why16bit: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=89, Chunk0=46 bytes, Chunk1=262144 bytes, ChunkN=262144)
LogAudio: Display: Sound Wave SoundWave /Game/but_why16bit.but_why16bit is very large, requiring 89 chunks.
LogAudioDerivedData: Display: Building compressed audio format PCM hash PCM_SCVER_5028_R4DV_false_SR0_48000.000000_SR1_32000.000000_SR2_24000.000000_SR3_12000.000000_SR4_8000.000000_QMOD_1.000000_CQLT_-1_ASTH_0.000000_INLC_false_LCK1_0.000000_CSZE_65536_LCF_false_ZCS_256_MCSO_0_END wave but_why16bit…
LogAudio: Display: Chunk stats for (SoundWave /Game/but_why16bit.but_why16bit: Duration=0.00 secs, Channels=2), Settings(FirstChunkSize=4294967295 frames, InlineFirst=false, MaxChunkSize=262144), Chunks=89, Chunk0=46 bytes, Chunk1=262144 bytes, ChunkN=262144)
LogAudio: Display: Sound Wave SoundWave /Game/but_why16bit.but_why16bit is very large, requiring 89 chunks.
LogAssetEditorSubsystem: Opening Asset editor for SoundWave /Game/but_why16bit.but_why16bit
LogFileHelpers: InternalPromptForCheckoutAndSave started…
OBJ SavePackage: Generating thumbnails for [1] asset(s) in package [/Game/but_why16bit] ([1] browsable assets)…
OBJ SavePackage: Rendered thumbnail for [SoundWave /Game/but_why16bit.but_why16bit]
OBJ SavePackage: Finished generating thumbnails for package [/Game/but_why16bit]
Cmd: OBJ SAVEPACKAGE PACKAGE=“/Game/but_why16bit” FILE=“../../../../../../Users/maxi74x1/Documents/Unreal Projects/HD2_v6_544/Content/but_why16bit.uasset” SILENT=true
LogSavePackage: Moving output files for package: /Game/but_why16bit
LogSavePackage: Moving ‘../../../../../../Users/maxi74x1/Documents/Unreal Projects/HD2_v6_544/Saved/but_why16bitB90503E6439FCD7D173E869B74FB3F02.tmp’ to ‘../../../../../../Users/maxi74x1/Documents/Unreal Projects/HD2_v6_544/Content/but_why16bit.uasset’
LogFileHelpers: InternalPromptForCheckoutAndSave took 161.985 ms (total: 1.06 sec)
LogContentValidation: Display: Starting to validate 1 assets
LogContentValidation: Enabled validators:
LogContentValidation: /Script/DataValidation.DirtyFilesChangelistValidator
LogContentValidation: /Script/DataValidation.EditorValidator_Localization
LogContentValidation: /Script/DataValidation.WorldPartitionChangelistValidator
LogContentValidation: Display: Validating asset /Game/but_why16bit.but_why16bit
AssetCheck: /Game/but_why16bit Validating asset
LogSlate: Window ‘but_why16bit’ being destroyed