At the moment I’m trying to tweak some concurrency numbers for sounds that play often. I have 3 concurrencies assigned to this metasound:
CONC_Global
CONC_Impact
CONC_Impact_UnitA
Whilst in-game, i’m changing the retrigger time value in the CONC_Impact_UnitA and it’s doing nothing. Then I instead changed the CONC_Impact retrigger time to 1 second instead of 0 and that worked. But when I tried to change it back to 0 it didn’t work. What’s going on here?
As a side note, am I meant to be saving these assets in order for the update to take place whilst the game is running? (I’ve tried both ways and neither makes a diff here)
There’s a finicky reality with our SoundConcurrency groups that results in groups persisting past sounds playing, specifically groups with a retrigger time set to something greater than 0. This is to allow for the group to persist passed a sound being active. The downside is that this can mean that values from the editor are copied into memory and persist after they asset has been updated. I’m logging a bug for this and we will triage accordingly! For the time being, the work around is to set the release time to something greater than 0, make sure all instances of the sound stop playback, adjust your concurrency settings, and then play the sound again.
[mention removed] sorry for the delay in getting back to you, missed this one.
Unfortunately I’m getting the problem even when retrigger time is above 0. If I set it to 0.5 seconds then change it, it’s just not updating in real time
[mention removed] Coming back to this. Yeah unfortunately changing concurrencies just seems completely broken for me. It seems that I can make a single update to the concurrencies (ie. increase retrigger time by a few seconds) and then after that any changes I make to the conc file will not do anything, and ill need to restart… Not sure what to do as this is a really important thing for us to be able to tweak in real-time
Unfortunately 5.7 is just about out the door and we were unable to tackle this issue. That said, we are making a push to make live updates in PIE more reliable for 5.8 across all our audio types, and I’ve assigned this issue to that release and will keep an eye out!
[mention removed] Is there any way for us to work around this?
It’s quite worrying for us as our game heavily relies on good usage of concurrencies and chaining different concurrencies in many scenarios. And it’s just not possible for us to do this by setting a number, then starting the game and testing, then changing and restarting, and doing that cycle over and over.
My apologies this isn’t up to snuff for your needs. If you can believe it, this is the first time we’ve heard of this bug in the many years since the feature was implemented! And unfortunately, it came in just a bit late for a 5.7 fix.
We don’t have a direct workaround but if iterating in PIE is slow, one idea is to maybe try a smaller map where you can quickly tune your settings in a small map where PIE loading is much faster. Then validate in the game context.
This is a technique many licensees use as well as our own sound designers. We have little “danger room” style (Marvel reference) maps where things like distance attenuation, concurrency, etc, are tuned in game-analogous scenarios. I understand your frustration if you’re trying to wrap up a game and you just don’t have the time to setup a smaller map for these scenarios.
As Rob said, we’re actively working on doing a pass on all of our live-update features not only for UE but to also support UEFN which doesn’t support PIE -- that means the possibility of live updates with a packaged game and other non-PIE dependent live updates. I know it’s small consolation, but I hope you understand.
I will say if we do get a fix for you soon, we’ll be sure to post it here so you can potentially patch it into your engine version if you have that ability.
Totally understand, I appreciate it guys and thanks for the info here. An unfortunate bug to have but that’s how it goes sometimes. Will just do what we can for now and setup a barebones map to help with loading times.
[mention removed] would love that if you find anything. Thanks Aaron!