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 ...

Editor crash when ticking then unticking "Toggle Visualization" in a Google Resonance Spatialization Settings window

UE - Audio - Oct 23, 2020

This is a user reported crash, I was able to re-create in 4.25.4. I'm also assuming this happens in 4.26, however there is a current blocker that stops me from opening this project in 4.26. Linked ...

SessionFrontend Causes Lost Audio on iOS After Switching Apps

UE - Audio - Oct 20, 2020

When using SessionFrontend on some devices, when leaving the app (going to the home screen or another app) or sometimes locking the device there is no more audio after returning to the game. "It lo ...

Sound Cue with Branch or Switch node has incorrect duration when played in a level sequence

UE - Audio - Oct 19, 2020

Sound cues with a branch or switch node will show in the sequence with the longest duration of any waves within the cue, despite which one will be played. During playback the section length will dif ...

Crashing when Google Resonance is used with Soundfield Submix

UE - Audio - Sep 17, 2020

When PIE'ing and stopping PIE with Google Resonance in use, the engine crashes after PIE session ended. Crash appears as a result of the Soundfield Submix's Soundfield Encoding Format being set to ...

OnAudioPlacebackPercentage PlaybackPercentage (float) doesn't take into account "Start Time" from Play or FadeIn nodes

UE - Audio - Aug 17, 2020

PlaybackPercent on the OnAudioPlaybackPercent event does not account for Start Offset from the Play or FadeIn node. Reported and tested in version 4.25.3 (CL-13942748) and version 4.24.3 (CL-115903 ...

Normal voice chat does not activate the microphone when Mic Threshold is zero

UE - Audio - Aug 11, 2020

Voice chat does not work when speaking into the microphone with a normal voice and a Mic Threshold of 0. We have to blow into the microphone or speak loudly for voice chat to work. ...