AHDSR of one event instance affecting another

I’m trying to hook up some new move SFX in a game I’m working on and I’ve been running into a weird behavior in FMOD Studio 2.03.09 with AHDSR.
Whenever I play multiple instances of the same event in fast succession, the release of the first instance affects the new instances and I can’t hear them until the first AHDSR finished. There is no limits or stealing happening and I could confirm it is the release of AHDSR.
I don’t know if this is a bug in this version or if I’m doing something wrong but this bug is being really noticeable whenever I use longer releases for SFXs that repeat often so I’d appreciate any help!

Unfortunately, I haven’t been able to reproduce the issue you’re describing. Can I get you to provide a simple series of steps that consistently reproduces it for you?

Also, a few questions:

  • Are you able to reproduce it in both Studio (i..e Sandbox) and UE?
  • Do you receive any warnings or errors in the Studio or UE log when the issue occurs?
  • What version of UE are you using?

It does not happen inside Sandbox, only inside Unreal Engine and in the built game and there are no warnings or errors (my logging is only on error level, I could turn on extra logging to check it further). Lastly, I’m using Unreal Engine 5.4.

As for steps, it’s simply:

  • I use a skill in the game that spawns an instance of an event that has a 700ms fade-out
  • I cancel the animation of the skill, trigerring the AHDSR
  • I use the same skill again within the 700ms fade-out and it’s volume is set to whatever point of the release the first sound was in. It plays normally if it’s after the 700ms.

If it’s relevant, the instance of the first play is just being explicitly released with the stop call unlike normal one-shots since this one we want to be able to manually stop but I don’t believe both the first and second play are sharing the same instance, at least they shouldn’t be.