darkmatter48, Splitscreen is different than multiple PIE. In splitscreen, there’s only one audio device and multiple listeners. What’s supposed to happen is that whenever a sound plays, it finds the nearest listener, then coordinate transforms it’s position relative to that listener.
In the lower level audio renderer, there’s only one listener at “the origin”. All sounds are spatialized and attenuated essentially around the origin.
It sounds like dibby95 isn’t actually using multiple listeners (or the feature is broken, but I believe our QA has testing splitscreen on their regular integration/regression tests). Splitscreen is increasingly less common so something may have broken.
Can you confirm if you’ve actually got multiple listeners? Should be fairly easy to check in the code during your game update. Check out AudioDevice.cpp, etc.
Hi there,
To anybody who can help. I’m struggling with begin able to hear both of the two total players in a split screen game. To the best of my knowledge there are listeners for both players (the game features drop-in drop-out like a Lego game) and when playing solo the player can swap between the two playable characters and the audio works fine then. It simply only emits audio from the primary player in split screen. I’m using blueprints so I’m praying there is a fix that doesn’t require C++.
Thanks for any help that can be provided!
It may be that the one is hogging the audio device. you could set the audio so it plays through the level with the play sound/ sound cue 2D, buy both players would receive the audio. Also, if you have another audio device you can set the audio to play through that for the second player.
Thanks for the comprehensive answer. I think you’ve got the idea. Admittedly I’m not entirely sure how to check that but that might be because I’m using blueprints rather than C++. Got any suggestions on how to check?