[CrashReport]UE4Editor-AudioMixerXAudio2!Audio::FMixerPlatformXAudio2::OpenAudioStream(Audio::FAudioMixerOpenStreamParams const &) [AudioMixerPlatformXAudio2.cpp:951]

UE - Audio - Jul 15, 2021

This issue is occurring on startup for users. This could be potentially related to a recent Windows Update. ...

Audio Capture Component Crashes When Unplugging Mic/Headset

UE - Audio - Jun 9, 2021

Audio Capture Component does not appear to be handling external device swaps appropriately, and has a delayed crash that will occur if an in-use mic is unplugged. At a glance, it appears to involve ...

[Reverb][Regression] - The Reverb Effect in World Settings Does Not Update When Loading New Levels

UE - Audio - Mar 12, 2021

When loading a new level via the Open Level node in Blueprints, the World Settings do not update the Applied Reverb Effect. When trying to reproduce the issue in 4.25.4, issue did not occur (the r ...

[Device Swap][Crash][Stadia] - Crash changing audio device from 5.1 to stereo

UE - Audio - Mar 10, 2021

There's a crash on stadia when changing the audio device from 5.1 to stereo. There's also a related issue where voice chat breaks when changing from 5.1 to stereo. The background is that CL14889950 ...

Assertion failed: IsValid() in AudioDeviceManager.h related to dragging and dropping cues into the viewport

UE - Audio - Feb 23, 2021

I was not able to reproduce this issue with the user given repro steps, however the crash has occurred for multiple users according to Crash Reporter, so it is worth investigating more into ...

Activate Reverb Effect node fails to activate when placed behind a Delay node

UE - Audio - Feb 3, 2021

It seems that the Activate Reverb Effect node is no longer functioning when put behind a Delay node. In the test project, there is an empty actor with a Event Begin Play connected to a Delay node wh ...

Granular Synth crashes project when played in standalone or packaged with assertion failure

UE - Audio - Jan 5, 2021

Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...

Add Submix Effect Blueprint Does Not Have Any Effect

UE - Audio - Dec 11, 2020

Adding a second effect to the Submix Effect Chain on a Submix works as expected, but when trying to add a Submix Effect via Blueprint, there is no effect.  This also applies to "Add Master Submix Ef ...

Niagara Oscilloscope hangs indefinitely in cooked build

UE - Audio - Dec 9, 2020

Cooked games will hang on startup when using the Oscilloscope data interface due to an indefinite wait in FNiagaraSubmixListener::UnregisterFromSubmix  When setting GCVarEnableAudioCommandLogging t ...

FRemoteTalkerDataImpl uses raw pointers to UVoipListenerSynthComponent and UVOIPTalker

UE - Audio - Nov 20, 2020

The garbage collector is not aware of the pointers to VoipSynthComponent and CachedTalkerPtr in FRemoteTalkerDataImpl, which may lead to garbage data and access violations when the engine is shut do ...