Entering an Audio Volume that has a Submix Send set to Pre Distance Attenuation and using a Convolution Reverb causes severe audio glitching. Does not occur if Send is Post Distance Attenuation. Does not occur for the non-convolution reverb effect. Occurs with both Audio Volumes and Audio Gameplay Volumes. Does not occur when using a Submix Send directly on a Sound Wave with attenuation.

Reported on UDN: [Link Removed]

Steps to Reproduce

1) Launch AudioQA
2) In the default level, add an Audio Volume
3) Place the Wave asset voice_en_male_counting_1-10_seconds_looping inside the Audio Volume
4) On the Wave asset set the Sound Class to AudioVolume_TestClass
5) In the Content Browser create a Sound Submix
6) Open the Sound Submix and add the effect SEP_ConvolutionReverb
7) On the AudioVolume, add a Submix Send and set it to the Sound Submix you created
8) Set the Send State to Pre Distance Attenuation
10) PIE
11) Enter the Audio Volume

Expected Result:
The sound with reverb plays normally

Actual Result:
A click plays at best, or very bad loud audio distortion at worst

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ComponentUE - Audio
Affects Versions5.25.35.4
Target Fix5.4
Fix Commit31396563
Main Commit31399966
Release Commit31396602
CreatedOct 24, 2023
ResolvedFeb 12, 2024
UpdatedFeb 15, 2024
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