Hey everyone! I’m having a little trouble implementing sounds in Unreal Engine. If you could help me I would appreciate it a lot! What is happening is that I add an fmod event to an object, and they are suppose to be triggered when the player overlaps them. That works fine, and every time, the issue is that while the game is playing, some sounds just play randomly, without even being triggered by the overlap component. And usually, much louder than its supposed too. I did found some stuff, like it could be that the data samples are not pre loaded so FMOD is only loading them on call, which will make the delay if the buffer size is not adjusted. I did activated the load all sample data, but it still does the same thing. I’ve seen about preloading it via blueprint, but cant find anything about (probably just what Im doing already). The game is like a 2d one direction game, the player is the only object that enters the items area. For example, when the player passes through some coins, it plays normally, but then a bit after, the sounds of other pick up items, that are not even there sometimes, or the same coins even, play out of nowhere. I’ve notice that it just seems to do this with pick up items, cause the player sounds are normal. Does anyone has an idea?
Hello and welcome
Its really tricky to work it out without much more information - where and how are the incorrect sounds being called originally, are you spawning or attaching etc. its also possible it could be a Fmod setup thing. Feel free to post some pictures and give some more specific information and i can try to help
Hi, basically, the sounds are meant to be triggered when the player overlaps the item component. Imagine sonic, but without the ability to turn back. That’s basically it. So, in unreal I set it up in each item blueprint. So in the coin blueprint, I add the fmod event with the coin sound. So, everytime the players overlaps an object, the sounds are played accordingly, the weird thing is that the same sounds play randomly while the game is running without the item being overlapped.
For what I’ve seen, you should have been about the load all sample data option, because unreal loads the sounds on call, and it causes a delay hence the sounds being played at the wrong time. But that did work so it must other thing
Yeah I don’t think is anything to do with preloading, the times seem to big for that. Maybe something is triggering the collision box. You should do a check to confirm it’s the player character overlapping before you post any event.
Also, what is the cast for? As in what are you doing at that point?
The cast is not related to the sound, there was already a blueprint built for the mechanics of the coin, I just added the play event attached to the moment the player overlapped the coin. And I checked if it was the collision box, but it doesnt even make sense because when this happens is usually in an area very far away from the next item, and normally what happens is multiple sounds play at once, and then from time to time random sounds get played. Honestly, at this point I’ve thought about ghost items that are invisible or under a layer
Would be a good idea to create a sound cue and add some audio, trigger that instead of an Fmod event and see if the problems persist. We can then work out if it UE or Fmod causing the issue
You mean add the sound without using fmod? just ue4 component? ok I’ll try it and get back at you, thanks
Yes exactly that. Take Fmod out of the equation for testing purposes