This might also just be a bug. Here’s the setup:
On the first video you hear how it is supposed to sound.
There is the same sound attached to two cubes (that are a bit far away and hard to see, but just focus on the sound effect for the moment).
First the sound plays on the left cube and then on the right one. It sounds the same each time as expected.
Now in the second video the cubes are closer to the listener, nothing else has changed. Suddenly the sound on the right has some pitch shift on it.
The cube is a blueprint with a static mesh and the one on the right has following code:
It’s spawning the metasound with distance based delay that you can see below.
The cube on the left has basically the same code, just with another delay and without Wake Rigid Body.
Here is the tricky part, the pitch shift on the right cube’s sound only happens when you wake up the cube. When it’s sleeping (or doesn’t have physics enabled at all) it doesn’t happen. However, it also only happens if it’s close to the listener, as we can see in the videos.
This should give some good clues to what’s happening here, but I and the Discord haven’t figured it out. Maybe someone can help here?
All I want is a simple distance based delay to have a somewhat realistic sound effect that takes into account speed of sound, and the metasound here would be fine as it is, if it wasn’t for this pitch shift effect in certain situations.