We’re currently running into an issue on an Asus ROG Zephyrus G14 laptop (Ryzen 9 & Nvidia 4070) where a SoundWave is being stopped about 20% of the way through playback. This issue only seems to happen on this specific laptop (have tested on various other Windows machines and the audio plays as expected).
I have tried adjusting Project Settings related to the AudioMixer (buffer limit/etc) but nothing has worked.
In debugging it seems that the audio data is fine, it’s duration is returning as expected and the size of the array is normal. I have followed the debug stack up to the AudioMixerSourceManager.cpp and notice that I seem to be hitting this part of the code before the clip has finished.
I’ve noticed that the NumChannels integer in this function will go negative at this point which triggers that block of code.
Was wondering if anyone has run into this issue and has any steps for fixing.