Yo Minus_Kelvin, I solved the error with ParseNodes. I’m just not going to use SoundNodes in the near future with your suggestion. An official example of USoundWaveProcedural being implemented would be awesome, so I look forward to the tutorials you mentioned above.
My new question is your mention of controlling the duration of the sound. AFAICT my only real option is to track and ensure the number of bytes generated by my SoundWaveProcedural class? (I would like a mid-play pause option or interrupt for some audio streams)
Edit: Or to delete the component and respawn it, but that sounds silly to me. I’d much rather not do that.
Editx2: Okay, so I’ve got it all set up, it’s not crashing any more, but I’ve still gots ome issues. It’s failing on line 486 in XAudio2Source.cpp line 486: XAudio2Buffer = FXAudio2SoundBuffer::Init(InWaveInstance->ActiveSound->AudioDevice, InWaveInstance->WaveData, InWaveInstance->StartTime > 0.f);
Returns null.
Fade Editx3: Found the error. Do not forget to set the number of channels in your USoundProceduralWave. Now the real fun begins of playing with the actual audio streams.