When using a Priority based Concurrency rule, the Voice Steal Release Time is ignored and ejected sounds stop abruptly.
Test Notes:
See attached video.
Note: I've shelved the test map and assets that are in the video, so you can also just unshelf CL17279769.
1) Create a test map that spawns 3 looping sounds one after another (ex. Use Spawn at Location)
2) Create a Sound Concurrency (Sounds > Sound Concurrency)
3) Add the Concurrency to the 3 sounds
4) Set the Max Count on the Sound Concurrency to 2.0
5) Set the Resolution Rule to Stop Lowest Priority
6) Set the Voice Steal Time to 3.0
7) PIE
Expected Result:
When the third sound plays, the first sound fades out over 3.0 seconds before being culled
Actual Result:
The sound is stopped abruptly despite the Voice Steal Release Time being 3.0 seconds
Request a info about UE-127172 bug tracker
error message when install in U.E 5.3 - IS-IN-FCO2-82
I am not able to find world outliner how to enable it?
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-122403 in the post.
2 |
Component | UE - Audio - Voice Management |
---|---|
Affects Versions | 5.0 |
Created | Aug 24, 2021 |
---|---|
Resolved | Dec 18, 2024 |
Updated | Dec 18, 2024 |