We are working on a FPS game and have encountered what appears to be a serious issue preventing the replication of sounds (jumping, shooting, etc) in multiplayer.
To put it simply: sounds do not play between clients so we cannot hear each other.
For starters we’re attempting to make our jump sound audible to all connected players on the dedicated server. No luck in hell.
This is our blueprint setup:
Why can’t we hear our jumping sounds while in multiplayer? Does UE4 really have that much trouble accomplishing the simplest of tasks? Playing a sound in multiplayer should be a basic feature, and hopefully we’re just making some mistake here.
Is there some secret information we should learn in order to pull this off? Please…
yeah your event is replicated form server… and you just call it on a client
however its not best practice to replicate this kind of sounds. I recommend to add NotifyPlaySound to your animation. This way it will fit to your jumpanimations on every client independent from lag/ping or something and also need no trafic.
Ok, **I have fixed the problem :)**but I have a different issue:
the sound itself isn’t directional (is always played at full volume) so you always hear it as if the other player was up close to you instead of changing volume based on the distance between 2 players.
And you have solved so i will just simplify it for newcomers.
I had same issue and Not even simple play/spawn sound will replicated so always “multicast” the sound and for actions like open door like stuff just “run on server” will work.
Sound do work but need to me multicast not just spawn as it will be spawned but on server and server will not send that audio to client so use multicast for any action/sound that is required to be played/perform by all players/Clients