Starting with 4.13, we’re stopping sounds when they reach zero volume. It was too expensive to have them all running. Zero volume sounds are now opt-in. You can enable it with an option on the (Media-)SoundWave assets… it’s called bVirtualizeWhenSilent or something like that.
/** Allows sound to play at 0 volume, otherwise will stop the sound when the sound is silent. */
UPROPERTY(EditAnywhere, Category=Sound)
uint32 bVirtualizeWhenSilent:1;
However, this variable is private so it seems I have no chance to modify it. Could you tell me how to set this variable to true?.
I found that I can set bVirtualizeWhenSilent directly in the code. But even when I set bVirtualizeWhenSilent to true, sounds not come back when I re-enter the sound area.
I debug the code and find the only place using bVirtualizeWhenSilent is
Ok…I have to say I’m disappointed that this was ever considered something you could just turn off. Walking away from a sound (that is synced with video) and turning it off makes no sense, because when you start the sound again you’ll have lost audio sync.
I guess you could try and play the sound at the right spot by getting the current location of the playing video and then trying to start the audio from that spot. Not sure if that would work, I haven’t tried it.
For anyone struggling with this, the work around we found was to set a custom attenuation curve on an audio cue that never goes to zero. Our curve goes from 1 to 0.01 and the sound stays on (although not audible).
So is there any way to fix this without C++. It is ridiculously annoying. I’ve got a VR level where you can walk up to a playing movie screen and walk away. Whenever you come back there’s no sound.