I wasn't sure how to get additional audio logging and asked around, but could not get the commands for what I need. I'm waiting on our Audio SME to come in (different time zone) to see how I can get ...
When you attempt to access MIDIDeviceController.h in your own project, it'll fail when you include it. This is the main error, while the other is a syntax error: missing type specifier - int assume ...
Per https://udn.unrealengine.com/questions/329261/stopallsounds-fails-check-with-level-streaming.html The audio threading work missed a case where an audio thread only function was being called fro ...
If the user runs the "stat sounds" command repeatedly over the course of multiple PIE sessions, there will be inconsistent behavior with when it appears on the screen. In the scenario given in the ...
Issue is due to pause flags getting recycled when new sound sources are used from the sound source pool. This is a regression since 4.13, causing audio to pop. ...
Sounds with the 'Enable Listener Focus' setting checked are not updating the Listener Position when using the 'Stat Sounds' console command during play. ...
A user on the AnswerHub has reported that a number of his sounds have had their Attenuation Override settings reset, more specifically the 'Spatialize' setting. I ran a few tests and discovered tha ...
Changing the volume of the Master sound class does not propogate to children when using the 'Set Sound Mix Class Override' node within blueprints. ...
When using the Set Sound Mix Class Override within blueprints, the playback of any subsequent sounds seems offset or incorrect. This is apparent when using a Delay node. ...
It appears that the actor isn't properly destroyed until the exit, despite being deleted. By that time, the root component (the brush) has already been destroyed, thus when it's accessed in AAudioVo ...