Spatialization is inaccurate on iOS/tvOS

Audio - May 9, 2017

Also occurs in 4.16 Tested on iPhone6S+_4982 OS: 10.2.1 and tvOS 10.2 ...

Trace collision audio occlusion is not working on iOS/tvOS

Audio - May 9, 2017

The Left side of the test map works in 4.16 and Main so marking this as a regression. Tested on iPhone6S+_4982 OS: 10.2.1 and tvOS 10.2 ...

Steam Audio Crashes Project when Deployed to Android Device

Audio - May 5, 2017

The new Steam Audio plugin is crashes when deployed to Android Devices. ...

OnAudioPlaybackPercent Returning Incorrect Start Time of Play node with new Audio Engine

Audio - May 2, 2017

The values returned by the OnAudioPlaybackPercent event node are incorrect when calling a sound to Play with a specific Start Time via blueprint when using the new Audio Engine i.e. AudioDeviceMod ...

[CrashReport] Crash occurring in Phonon::FPhononReverb::ProcessMixedAudio

Audio - Apr 27, 2017

This is an early trending crash coming out of the 4.16 Preview. Users have not provided any additional information. From Log:/Game/VirtualRealityBP/Maps/UEDPIE_0_StartupMap.StartupMap (0.006787s) ...

Sound cue editor node connections only animate when the mouse is moving

Audio - Apr 24, 2017

Also occurs in 4.15.2 so not a regression ...

Mac Editor crashes when deploying

Audio - Apr 17, 2017

This issue occurs NO MATTER your deployment type. (e.g. PIE, Launch, Package...) This is BLOCKING all deployment from the Mac platform. This is a regression and does not occur on Windows. ...

//UE4/Main: Step 'Compile UE4Game Win64' - ComponentVisualizers Error

Audio - Mar 23, 2017

[Link Removed]ERROR: UEBuildBinary not set up for module ComponentVisualizers ...

Deadlock in FXAudio2Device::UpdateAudioClock() whenever a KVM is used to switch to another input

Audio - Mar 7, 2017

I have 3 machines with one set of keyboard, mouse, and monitors. Switching between machines is required during long running tasks such as cooking. ignore-Switch ...

Sound Mixes not working on Mac

Audio - Feb 9, 2017

Sound Mixes do not seem to work for Macs. In this particular case I used the Push Sound Mix blueprint node to affect the currently playing sound in the level. This same project works fine on Window ...