WAF. sound files not working?? UE4

Hi guys,

I’m new to Unreal Engine and I’m enjoying myself a lot working with the program.
I ran into a small issue though that I can’t seem te resolve by looking for a solution on the internet.
Hence the following question:

I have no issue importing WAV. files into the content browser. If I put them inside my game the sound also works fine.
Once I turn on the override attenuation option the sound still works but only one time, when I reenter the Falloff Distance sphere the sound does not start again.
The real issue is that when I adjust the Radius and Falloff Distance to a smaller sphere (somewhere around 200) it stops working altogether.

It would be much appreciated if someone could help me out with this issue!

Thanks in advance!

I had a similar problem, here is a fix: Always playing property of sound class not working in UE 4.13 - Pipeline & Plugins - Epic Developer Community Forums

janneschimmel, please provide more description of your sound. Is it an ambient sound that is set to looping? What are your concurrency settings?

You have to download audiocity and export the audio to 16 bit

Hi Joey,
Thanks for your reply!
I’m very new to the engine so I wouldn’t be able to tell you what my concurrency settings are. Could you maybe explain where I can check that? I don’t think I ever changed these settings so I think they are currently still at default.
Also I use a .wav file that is 16 bit and has a sample rate of 44.1 kHz.
When my radius is 200 and my falloff distance 400 the sound doesn’t even work at all.
I tried it with both a sound wave and a sound cue.

janneschimmel, are you using a wav file or making a soundcue after importing the wav file? You said the sound only plays once, which makes me think it is supposed to be a looping sound, but maybe you didn’t set the sound to loop? You can set the looping flag in either the wav or the cue. If you are using a soundcue, it doesn’t matter if you have it set to looping in the wav. It needs to be set in the cue.

Also, concurrency is used to limit how many instances of a sound play at once (for instance, if you have ambient sounds that are overlapping and you want to limit it only to the 3 loudest, you would make a concurrency preset and assign it a value of 1 with a resolution of Stop Quietest, and then assign that to all the sounds you want to obey that rule. Concurrency can be set on the wav or the soundcue (depending on which you are using).

If you are still having trouble, please include screenshots so I can see the problem.

Finally… 200 radius with 400 falloff is very small and means your sound will only be heard for a total of about 20 feet.

118623-soundwavedetails.png

Hi Joey,
thanks a lot for the detailed description, and I’m sorry I have to bother you with my lack of knowledge.
I must say I don’t really understand where I can set my sound que to loop.

If I use the sound waves or cues from the starter content everything works perfect. Without me setting it to loop.
Are those ques already set to loop in default?

When I use my own soundwave or cue the sound starts playing only when my player start is inside the fallout sphere. If I then leave and enter it again nothing happens.
The real issue is that when my player start is outside the sphere and I walk inside of the sphere absolutely nothing happens. I hope I explain this well. I put 2 screenshots to illustrate.

Yes the sounds that are looping in the starter content are set to loop. If you open the fire soundwave or the fire soundcue, you will see how the looping is set.(like in the pictures I posted with my last comment).

You do not set looping flags on the sound you drop into the level. You have to do it on the asset itself. Read through the documentation I linked above for more information.

It worked! Thanks a lot Joey! I was struggling with this a long time.

I read the link in the post of NanoTheGamer but I didn’t fully understand it.
Is there a quick way to let the sound start where it stopped when you leave and reenter the fall out sphere?

Not a quick way, but possible. You would need to trigger your sound in a blueprint as an audio component and you could use the Pause Audio function.

Joey is correct, if you want to pause the sound, the Set Paused function in BluePrints is the way to go.

However, one thing you will need to keep in mind is that your sound is being attenuated. The Audio Engine (as an optimization) culls away sounds that reach 0.0 volume, so when you’re exiting the range of hearing your sound, you will need to add one more thing: You will need to turn on sound virtualization for both your project and the sound you want to make an exception for:

Project settings:

And Sound Wave details:

And then create some triggering condition so that when the player is in range you unpause and when the player is out of range you pause.

You could do that by actually measuring the distances like so:

Or you could use a more traditional trigger sphere (or other shape) that is the exact same size as your attenuation fall off and just trigger events when the player enters or exits the trigger box:

Hi Joey,

Don’t know if youre still going to read this but I have another related question to this issue.
I fixed the issue in this post by enabling the looping option in the sound cue settings.
Now Im putting a movie in my game and the sound that the movie is using is a media sound wave. When I turn on the override attenuation option I get exactly the same problem as I stated before. But now when I open the options of the media sound wave I dont see the option to enable looping (see picture).
Would you know how to solve this? (Im using unreal engine 4.14.1)

Thanks a lot!