Major (no repro unf) - Sequencer audio rarely restarts on its own

So I have a project that has a lot of sequences and a lot of audio files that play in certain occasions. I did notice that very rarely, a sequence will restart audio if the audio file is long. I am tempted to break those audio files into chunks if needed, but then that would cause audio seams between the files transition and I ideally want to keep it as one file (besides, I do that because sequencer doesn’t trim audio files, so I have to bake everything using external DAW into one audio file, which is a little bit of a pain. However, when the audio files restart, that breaks the entire segment of the game, because the entire audio shifts backwards and desyncs with what is happening, completely breaking the experience.

After testing on nintendo switch, it happens way more often in there. I had it happen 4 times on a single playthrough (just by playing). This is serious and it means that all immersive experiences will severely suffer from audio/video desyncs, in all maps.

This is a big thing and very demotivating for us audio guys, its hard to justify the time and effort to compose or engineer music, SFX & VO, when the whole audio system in creative needs a major overhaul.

Also, can we please have a logical way to target audio to Fortnite’s mixer channels.

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One day they’ll give us back the tools they got rid of, I’m still surprised they haven’t done it yet. So limiting and annoying.

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