Hi,
Ive been getting some lag in my game and am learning how to profile performance issues…
So I recorded a profile, and in Session Frontend I see this:
All other threads seem to be running CPU Stalls, waiting for this Audio Update to complete, so I take it there’s something wrong with either the audio assets I’m using or the way I’m using them.
Now my question is, how do I track down the exact function/asset that is causing this lag?
Is there a function that will take me directly to the culprit, or do I have to start selectively disabling things until the lag disappears?
Okay, so my audio lag spikes are a problem the engine has with AMD CPUs.
My problem now is that I am not too experienced at programming and know very little about audio programming (I have been mainly working in blueprints).
I’ve done more digging in my project and the lag seems to be caused by ‘Play Sound at Location’ nodes, so I take it the problem occurs when the sound is ultimately destroyed by the engine?
Have you been able to solve the lag spikes for yourself?
Also, that link to github by aaronmcleran is broken - error 404.
I guess the next step is to transition to a c++ based project?
What do I do from there to fix this?
Do you know if the fix is planned for any upcoming releases?
If it only gets fixed by 4.10, 4.11 or later this could seriously mess with my development plans.
Considering that, it wouldn’t be a big problem to look into compiling from github, I’ve just stuck with the binary release because I didn’t see the need to compile the engine myself so far, I thought I’d go as far as I can without spending much time in the engine’s code.