Why does a metasound delay node produce a pitch shift on a sound attached to a rigid body that's awake and close to the listener? UE5.2

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.

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I’m reviving this thread because i am having the same issue with a stereo delay node. I am trying to match the delay time to a BPM which I’m discovering is a different problem since the time is in seconds, not milliseconds.

But even before that, the delayed signal is changing pitch, but the value is a set value and does not change during gameplay.

Is this a bug? I don’t think it used to happen.

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I haven’t spend any more time on this. So no update from my side. But would be great, if it got fixed. Maybe someone could reproduce this and do a proper bug report, that would also be great. Just odd, that not many people seem to have this issue. Nobody is using the delay node / metasounds?
Maybe I have a look at this again after updating to 5.4.

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Wow thanks for replying!
I’m in 5.4.1 and it still happens. I ended up using mono delays.
A guestion: Are you using a Mac? There might not be much issue because many users are on PC. I recall having some other audio problem and it turns out that it was because of some weird Mac thing.

I’m on Sonoma on an M1 Macbook Pro.