Unreal 5.4.3 Audio stop playing as soon as it plays

Hello, i have an application that plays an audio created runtime, after the Unreal Engine update 5.4.3 when the audio start playing, after few frames OnAudioFinished callback is called.

I tried to replace the UnrealEditor-AudioMixer.dll with the 5.4.2 one, it works in Editor, but after the build it has the same issue.
I also tried to compile the unreal engine 5.4.2 version and the groom doesn’t show any more on metahuman face blueprint.

How I can resolve this issue?

UAzureVisemeStreamLipSyncBehaviour::OnSpeakerFinished() AzureVisemeStreamLipSyncBehaviour.cpp:444
UFunction::Invoke(UObject *, FFrame &, void *const) Class.cpp:6847
[Blueprint] AzureVisemeStreamLipSyncBehaviour: OnSpeakerFinished  Function /Script/DigitalHumanAssistant.AzureVisemeStreamLipSyncBehaviour:OnSpeakerFinished
UObject::ProcessEvent(UFunction *, void *) ScriptCore.cpp:2142
[Inlined] TScriptDelegate::ProcessDelegate(void *) ScriptDelegates.h:447
TMulticastScriptDelegate::ProcessMulticastDelegate<…>(void *) ScriptDelegates.h:916
[Inlined] FOnAudioFinished::Broadcast() AudioComponent.h:64
UAudioComponent::PlaybackCompleted(bool) AudioComponent.cpp:1163
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()() Function.h:555
FAudioThread::RunCommandOnGameThread(TUniqueFunction<…>, TStatId) AudioThread.cpp:386
UAudioComponent::PlaybackCompleted(unsigned long long, bool) AudioComponent.cpp:1136
FAudioDevice::RemoveActiveSound(FActiveSound *) AudioDevice.cpp:5705
FActiveSound::MarkPendingDestroy(bool) ActiveSound.cpp:1104
FAudioDevice::ProcessingPendingActiveSoundStops(bool) AudioDevice.cpp:5479
FAudioDevice::Update(bool) AudioDevice.cpp:4702
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(unsigned int, FAudioDevice *) Function.h:555
FAudioDeviceManager::IterateOverAllDevices(TUniqueFunction<…>) AudioDeviceManager.cpp:742
FAudioDeviceManager::UpdateActiveAudioDevices(bool) AudioDeviceManager.cpp:716
UEditorEngine::Tick(float, bool) EditorEngine.cpp:2302
UUnrealEdEngine::Tick(float, bool) UnrealEdEngine.cpp:547
FEngineLoop::Tick() LaunchEngineLoop.cpp:5915
[Inlined] EngineTick() Launch.cpp:61
GuardedMain(const wchar_t *) Launch.cpp:182
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:247
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:298

the same , usoundwave work fine in 5.4.2,but played for a few milliseconds in 5.4.3,i don’t how to fix it.

1 Like

me too.

same, a lot are affected even the AzSpeech which uses the sound playback after getting the wav data now just plays a bit then blips. anyone with urgent fix please help.