Hi there,
in my game I’ve got an issue where a repeated sound (on a float defined interval in seconds) is not repeated regularly.
The fact is : at beginplay, a bunch of postprocess are activated on the pawn, disappearing after a few seconds. During this time, the sound (heartbeat) that should be called every second is heard only every 1,5sec or so. Once the postprocess are over, the delay between 2 heartbeats is ok. I presume the postprocess makes the game fps a bit lower than expected, so the tick of the audio actor is slowed.
Is there a way to kind of prioritize the audio asset so that the delay stays conform ?
The sound (one only beat) is played each time a specific event is called, through a Set Timer by Event node whose Time variable is changed during runtime.
If you are playing your sound using timer event, time interval should be fine, you can investigate your fps using stat FPS
command. If syncing and ‘order’ is important to you, try using timelines.
Also have you tried to remove postprocess to solve sound problem? You can post your implementation, maybe there is some little bug between nodes.
Well postprocess is quite expensive at this state of the game (take 37ms per frame), that explains the low fps and btw the slow timer. I’m asking if there is a way to say “play that sound first, postprocess will come later” - writing this, I think about postprocess as post…
Timelines won’t help since the delay between 2 tilmeline calls will be modified as delay of the timer is.