Summary
Looping Sounds restarting from virtualized state are not affected by audio gameplay volumes.
What Type of Bug are you experiencing?
Audio
Steps to Reproduce
Place an audio gameplay volume in a level.
Add an attenuation volume component to the Audio gameplay volume.
Set the Interiour volume to 0.01 on the attenuation volume component.
Place a looping sound inside the audio gameplay volume.
Make sure the sound has a sound class with apply ambient volumes on.
Make sure the sound has an attenuation asset with a low enough falloff distance so that you can easily move out its range.
Play the level.
Move out of the sounds attenuation range.
Move back into attenuation range.
Expected Result
The sounds volume should still be severely reduced to almost inaudible as long as the player don’t move inside the volume as intended.
Observed Result
The sounds volume is behaving as if the Audio gameplay volume was no longer there.
Affects Versions
5.8
5.7
5.6
5.5
5.4
5.3
5.2
5.1
5.0
Platform(s)
Windows
Video
Additional Notes
If Playmode starts outside of the sounds audible range and walks into it, The sound will behave as expected, then if walking out and then back in, the sound will ignore the audio gameplay volume again.