As in the video attached, you can see that there are 3 sound notifies:
Firing
Pulling the forend
Pushing the forend
Until 00:04 the sounds play correct.
But from 00:05 the “firing” sound is played only until the “Pulling the forend” starts playing.
Reopening the anim montage makes the sounds play correct at first but then they break again.
During PIE the shotgun has the clipped firing sound from the beginning on. How to fix it?
P.S.
During slow-mo the sounds are triggered and played without time dilation. How could I make the sound notifiers account for the time dilation?
Solution:
UE has only 32 slots for audio sounds to play simultaneously.
In my 3 sound notifies:
Firing
Pulling the forend
Pushing the forend
I used Metasounds which start playing on the Notify and every time take 1 of the 32 audio slots.
Meaning every time a Notify triggers an SFX to play, 1 additional sound slot is being used, until it reaches the maximum amount of 32 sound slots. Then the sounds start to disappear.
I allocated 2 sounds slots for the shot SFX.
1 slot for pull SFX and 1 slot for push SFX.
I added the logic for this in ABP for the individual weapons and a general logic in C++ for all weapons.
Once I equip my weapon, X amount of audio slots (audio components) are spawned for the particular gun SFXs.
An SFX that plays has a maximum lifetime of up to 2 seconds. Then I stop it, so it does not take CPU resources.
I used this console command to figure it out: au.debug.soundwaves 1
Somehow, for me, it only works after I detach from my player with F8 and then quickly type it in.