This issue only occurs with -audiomixer passed into the Engine (4.23) and in 4.24/4.25 where it is enabled by default.

The user tried deactivating and reactivating Time Synth component to pause it, but it doesn't work. It doesn't resume playback of the clip, but it does continue to count quantization. It seems like Time Synth looses loaded clip on deactivation

This was reported and tested in 4.23.1 (CL-9631420). This was reproduced in 4.24 (CL-10570792) and Main 4.25 (CL-10611905)

Steps to Reproduce
  1. Open the UE4 Editor and create a Blank project with Starter Content
  2. Enable the Time Synth plugin
  3. Create a Time Synth Clip and Volume Group, for the Sound Wave Fire01 was used from Starter Content
  4. Open the Level Blueprint, add an Event Begin Play, and copy the setup in the screenshot
  5. Compile, Save, and Play in Editor

Results: After Activating TimeSynth again audio Clip doesn't resume playback.

Expected: TimeSynth resumes playback of the last loaded TimeSynth Clip from the point where it was Deactivated. TimeSynth clock resumes ticking (not restarts), Clip resumes playback (not restarts)

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By Design
ComponentUE - Audio
Affects Versions4.
CreatedDec 9, 2019
ResolvedDec 11, 2019
UpdatedDec 11, 2019