Hello everyone,
I’m using UE 5.1 and I have a strange problem with my project.
In every map that contains a NavMesh Volume, after a random period of time, some sounds stop working including the background music and some “spawn sound 2D” trigger by actors in the level.
Some other actors have Cues attached with an attenuation setting and continue to work perfectly.
I noticed that the background music respawn sometimes but cuts itself again after 3-4 seconds.
The problem is showing up only on standalone game / packaged game but not in the editor and this is neither a concurrency problem (limit 64 and max 18 sounds at the same time in the level) nor a version problem (I tested that in 5.1 and a copy in 5.2).
Sometime, when I Alt-F4 after that bug, Unreal shows me an error :
LogWindows: Error: appError called: Assertion failed: NumberOfLoadsInFlight.GetValue() == 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AudioStreamingCache.cpp] [Line: 730]
but I didn’t find anyone with the same problem on the forum or even in internet.
it sound like you are overloading the sound buffer.
that happens when you trigger A LOT of sounds together.
you must take care of sound triggering to avoid that.
sometimes you are triggering a sound with an overlap and because of the nature of the overlap it triggers a lot of times and causes that problem
other is like having for example actors with miniguns firing all at the same time and each shoot plays the bang sound…
I use to spawn sounds (disable auto destroy so they dont die on end, stop on spawn so it doesnt sounds yet) and store in variables or arrays…then I control my sounds somehow and this way I am sure I am not overloading some buffer causing that not sound at all event.
(think if you have a lot of firing happening at the same time but you only hear 3 or 4 fires together you will not notice)
Hello !
Sorry for the late respond, I wanted to do some tests before coming back !
It’s really strange because the bug is trigger even if the level has like 4-5 sounds triggered together… (I used the “au.debug.soundwaves 1” and “au.DumpActiveSounds 1” commands to see what sounds are playing)
I tried to duplicate one of the problematic levels and just delete the NavMeshVolume and everything work perfectly, except the actors who are supposed to chase me of course…
I still have the Assertion failed error from the first post when I Alt F4 the standalone game with the bug ongoing but not in the duplicate level.
I also checked my platform Audio settings (for Windows) and I don’t see anything wrong (for me)
Again, thanks for the help, and if I see something else, I’ll add more details !