In the game my team and I are working on, a very intriguing bug occurs related to audio.
Playing as the server, none of the audio is heard when being far away from a client. If you stand next to the client, it all sounds fine but once you gain distance, every sound pans frantically around and diminishes, until completely disappearing and all you are left with is silence.
I figure that this must be a replication issue and that there are peeps here who may shed some light on how to best tackle this.
Most actions should be initiated on the server and effects like particles and sounds should be created via calling a net multicast function that plays the sound / does fx for close by clients.
Go into the actor with the replication and check the actor details parameter: “Net Cull Distance Squared” (try increasing it and see if that helps). That is the parameter that decides the cut off distance for replication.
If the sound is spatial then the attenuation setting can also dictate how far the sound is heard.
Thanks but the cull distance was already set correctly. Replacing the MetaSound with sound waves solved it so we came to the conclusion that it is the MetaSound that is the culprit, causing the abovementioned issues. It cannot be the attenutation since the problems persist after clearing it.
And what I’ll add is that beyond a certain threshold, playing as the server, you will start to gradually listen as the client. So if you stand 100 feet from them and shoot a bullet that hit to their right, you will indeed hear that bullet in your right ear.
Will close this thread now as I found out that the SPB Occlusion Plugin was causing it all. Because of me not having had the time to fully grasp it, that is.