Hello there,
I’m working on audio for a fast paced platformer in UE, so keeping the latency low is key. I’m wondering what the best practice is in order to achieve as little latency between the trigger and the sound being played.
In particular I’m talking about sounds which have a start, loop and end phase. From past projects I’ve learned that transition regions might introduce more latency than a keyOff. Is this still correct?
Also I’m a bit worried about the scenario where the keyOff command is triggered before the playhead has reached the sustain point. What happens in that case? Will the event be stuck then?
Is it better to link the sustain point to a parameter in order to avoid the keyOff command altogether or does this also come with some trade offs?
Thanks for your help!