@Wertandrew Thank you so much for taking the time to write up this feedback, and to @Cardin for bumping it. The work in Audio continues to evolve as we take in user feedback and I wanted to take this opportunity to provide a few updates for the areas we can provide a bit more clarity to.
The Audio Player device by design allows for imported audio, whereas we haven’t opened up the Radio device for imported audio. We hear you that auto-play is a valuable feature, and have included this in our backlog.
Audio Volumes are now hidden as we are still working on what functionality to expose. A form of Audio Gameplay Volumes will probably be the next target. Audio Gameplay Volumes Overview | Unreal Engine 5.0 Documentation
We have recently brought in some changes to prevent users from dragging ambient actors into the scene ( 24.00 ). The approach to add audio will be to use the Audio Player device which has the ability to add attenuation.
A new Audio Mixer device has been recently added to allow you to add your imported audio to control buses, and control the volume of your control buses ( also with attack time and release time ). This mechanism will also allow us to categorize future audio content we include into pre-determined control buses so users can control those as groups and not have to tag each one individually.
For item 7, did you happen to have lots of sounds playing when this happened? One thing that was brought up by one of our team members is that the user doesn’t currently have a way to set priority on the sounds. So you have background audio that you want to remain priority, and not get bumped out we don’t have way to do this at the moment. It’s on our radar now.
We are still looking at feedback regarding pre-game states and playback. Will post more updates when available.
Thanks again for the feedback!