Metasound stop working at all or stuck when too many

Hi, @Totespare !

I hope you’re doing well!

Hmm, Would love a bit more information to see if I may be able to provide more help… Will share a couple ideas worth testing in order to debug the issue or find a potential workaround!:

1.- You mentioned testing a clean scene with only 4 sounds and experiences dropouts. What you’re describing appears to be sounds getting culled/purged due to reaching an active voice cap. This will depend on the behavior you’ve set up on each sound within its “Voice Management” settings:

Try setting your engine loop to “Play when Silent” and bumping up its priority. If “Play when Silent” is not on, the sound will stop until it is called again (potentially OK depending on the type of

2.- Particularly for this four (4) sound object test, remove any concurrency rules and settings from all sound assets and triggers (and ensure the engine’s cap is out of the way by setting its value to 32 - default). Perhaps only test with the problematic sound and expand your test from there!

3.- You mentioned the issue goes away when using “PlaySound2D” instead of “SpawnSound2D”. I wonder if this may have anything to do with the “Auto-destroy” portion of the SpawnSound2D? If sending a stop command while the auto-destroy boolean is on will cause the spawned audio component to be cleaned up. Possibly try checking if the bool is true/false and test with both settings!:

4.- Run audio debug commands while testing! Might help reveal if there are lingering sounds not being cleaned up (possible leak), and will also show you which sounds are active as you test. Experiment with these commands:

  • au.3dVisualize.ActiveSounds 1
  • au.3dVisualize.Enabled
  • au.3dVisualize.VirtualLoops
    (many more worth testing to help find the culprit)

5.- If all else fails, perhaps try adding an audio component to the appropriate game objects and handling sound playback using start/stop component commands to see if some solutions arise by restructuring the audio logic.

Hope some of this helps!

Please feel free to share any additional updates/information and I’d be happy to dig deeper.

Kindly,
Eric