Sounds from notifies in animation montage won't overlap

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.

These topics helped me out: