# Multiplayer: PlaySoundAtLocation Doesn't Work When Using A Synth Component

**URL:** <https://forums.unrealengine.com/t/multiplayer-playsoundatlocation-doesnt-work-when-using-a-synth-component/1786933>\
**Category:** Programming & Scripting\
**Tags:** play-sound-at-locati, unreal-engine, Multiplayer, Blueprint, question\
**Created:** [April 3, 2024, 11:48pm UTC](https://forums.unrealengine.com/t/multiplayer-playsoundatlocation-doesnt-work-when-using-a-synth-component/1786933 "2024-04-03T23:48:46Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![ackyshacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ackyshacky/32/600284_2.png) [@ackyshacky](https://forums.unrealengine.com/u/ackyshacky)\
**Post date:** [April 3, 2024, 11:48pm UTC](https://forums.unrealengine.com/t/multiplayer-playsoundatlocation-doesnt-work-when-using-a-synth-component/1786933/1 "2024-04-03T23:48:46Z")

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Hi guys,

So I have a multiplayer game where I use the `PlaySoundAtLocation` function when a character fires a weapon. Everything was working fine until I added a subclass of Synth Component (`UMediaSoundComponent`) to my character. Now, when `PlaySoundAtLocation` is called from the weapon fire, the fire sounds get muted at random times…This issue only seems to happen when connected to a server, not through the editor.

Something like this happens → Fire (sound OK) - Fire (sound OK) - Fire (sound OK) - Fire (sound Muted) - Fire (sound Muted) - Fire (sound OK), etc…

Any idea why this is happening when the Synth Component was added?  
Any property that I should set in the Synth Component to stop this issue?

Using UE 5.2.  
Your help will be much appreciated!

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<div class="post-metadata">

**Author:** ![ackyshacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ackyshacky/32/600284_2.png) [@ackyshacky](https://forums.unrealengine.com/u/ackyshacky)\
**Post date:** [April 6, 2024, 9:55am UTC](https://forums.unrealengine.com/t/multiplayer-playsoundatlocation-doesnt-work-when-using-a-synth-component/1786933/3 "2024-04-06T09:55:32Z")

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Bumping this…

It seems that the issue occurs when overlapping sounds occur (i.e., PlaySoundAtLocation is called in successive fashion, like when firing the weapon and the weapon sounds overlap each other).

But again, this issue only happens when a subclass of Synth component is used in my class.

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**Author:** ![Cody325M](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cody325m/32/911474_2.png) [@Cody325M](https://forums.unrealengine.com/u/Cody325M)\
**Post date:** [April 6, 2024, 7:03pm UTC](https://forums.unrealengine.com/t/multiplayer-playsoundatlocation-doesnt-work-when-using-a-synth-component/1786933/4 "2024-04-06T19:03:34Z")

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I had a similar issue when using Bluetooth headphones. Using wired speakers worked. We can only hope it’s that simple, lol

Does the `MediaSoundComponent` work as intended, separate from the weapon’s `PlaySoundAtLocation`?  
Have you toyed with it to get it to be a more reproducible bug?

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<div class="post-metadata">

**Author:** ![ackyshacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ackyshacky/32/600284_2.png) [@ackyshacky](https://forums.unrealengine.com/u/ackyshacky)\
**Post date:** [April 6, 2024, 8:16pm UTC](https://forums.unrealengine.com/t/multiplayer-playsoundatlocation-doesnt-work-when-using-a-synth-component/1786933/5 "2024-04-06T20:16:27Z")

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Yes the Synth component seems to be working fine.  
It’s just interfering with other in-game sounds.  
If I play a sound once (using `PlaySoundAtLocation`), the sound plays fine.  
It’s only when sounds overlap that causes the issue.  
And again, only happens over the network, not in the editor…
