USoundwave Triggers 3 times everytime when Played on Android build,how do I fix this

USoundwave Triggers 3 times everytime when Played on Android build,how do I fix this

Only seems to fire fine if the start time is adjusted to anything other than 0, and volume turned down low then up

Hey d0nt4g3t,

Would you mind providing me with a bit more information so I can assist you with this issue?

  • Is the variable ‘Audio’ variable a Sound Wave or a Sound Cue?
  • If it is a Sound Cue, is it set to ‘Auto-Activate’ and is it ‘Looping’
  • What event are you using to call the sound to play?

Thank you for you post, and let me know if you have other questions.

it is a soundwave, the soundwave it self is set to looping. The triple firing only happens when you use the play node
im using Event BeginPlay of a empty actor
I have also tried using event tick via a boolean if statement which prevents the function from running more than once, and set up a print event which fires upon execute. I get one print, but the audio is still triggered 3 times regardless.
This is only happening after I deploy to a mobile device (galaxy 4) or use any mobile emulation such as bluestacks or droid4x

Hey d0nt4g3t,

If you would like to get your Sound Wave to play once on Event Begin Play, be sure the Sound Wave has its ‘Auto Activate’ option checked off within the details panel.

If you are still experiencing the issue after trying the suggested option, please let me know and I will continue to test this issue on an Android device we have here.


Yes the Soundwave still plays multiple times even with Auto Activate Checked off, and also would you be able to take a look at this little bug too, Thanks:)

A few people are still having this problem on 4.9.1 please see this post for more information.

I was having similar issues with a sound effect and used the DoOnce node right before PlaySoundAtLocation to control the playback, hope that helps!

Hey All,

I was able to confirm what you are reporting here, and have gone ahead and entered a bug report for this issue (UE-21709). Although not optimal, for now I would stick with the temporary workaround of setting the start time at .001 when calling the sound to play.

Once this issue has been addressed by the engineers, we will begin working on getting a fix implemented for an upcoming engine release. For updates to this issue, we ask that our users navigate to our Forums (Announcements and Releases Section) or our Documentation (Release Notes Section). We post all the bug fixes in the full engine release notes, but some are added to the hotfix notes found on the forums.

Thank you all for taking the time to report this issue, and for your patience while we tested. If you have further questions, please let me know.

Thank you,