I’ve watched Dan’s livestream recently and wanted to give TimeSynth a try as the “audio gaps” are a regular annoyance in a title we are working on.
After looking at the provided sample project I attempted to recreate the project in C++. Problem was no music was playing, even though the clip and the synth both showed as valid objects and the Play() function was called. There was also a weird glitch, which was when we stopped play in-editor, the entire engine would freeze indefinitely (it never actually crashed).
I thought maybe the issues stemmed from a complexity in C++. So I built a project (following the sample project) in blueprints and had the exact same results (no audio, infinite freeze).
To better explain what I’m doing, I’m creating both the TimeSynth object and the TimeSynthClip object in the GameInstance, and calling the code from there.
I understand this is a beta plugin, but the sample project works just fine. So what I’m trying to figure out is this: are there other restrictions that should be noted when setting up TimeSynth? Are there some objects that need a strong reference? Is there more documentation on TimeSynth elsewhere?