TimeSynth 96KHz music clips only play for a split second and then stop. 48KHz files play correctly however 96KHz 16-bit and 24-bit files do not

This was reported and tested in 4.25 (CL-13144385) and reproduced in Main 4.26 (CL-13408123)

This is a regression from 4.24.3 (CL-11590370).

Steps to Reproduce

A sample project demonstrating the issue

From a fresh project

  1. Open the UE4 Editor and create a Blank project
  2. Enable the Time Synth plugin
  3. Import a 96KHz music clip, and optionally, a 48KHz music clip. Please see the included ZIP archive for some readymade WAV files.
  4. Right click on each imported sound wave asset and click "Create Time Synth Clip(s)". (If there is no such option, make sure the Time Synth plugin is enabled.)
  5. Open the newly created Time Synth clips and make sure "Fade in Time" is set to 0 across the board.
  6. Make a new Blueprint with Actor as the parent class.
  7. Add a Time Synth component.
  8. Add the component to the graph, and use a "Play Clip" node to play the 48KHz file. Add the actor to the map and play-in-editor.
  9. Try adjusting the node to play the 96KHz file, and play-in-editor.

Results: The 48KHz clip plays, but the 96KHz clip audibly cuts off after a few samples.

Expected: The 96KHz file plays all the way through, identically to the 48KHz file.

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Affects Versions4.254.26
Target Fix4.26
Fix Commit13624566
Main Commit14151001
Release Commit13624566
CreatedMay 19, 2020
ResolvedJun 4, 2020
UpdatedAug 20, 2020