I’ve possibly got a simmilar issue which I’d like to adress here.
I use this function to switch between sets of sounds as player progres through geometry of game’s world:
After unloading streaming levels (with FMOD ambient sound actors on in, not auto active, not playing) I experience such behaviour:
1st use of this function on set of actors: Is Playing node returns false, as expected, components start to play
2nd use of this function (this time they should stop): Is Playing returns true, as expected, components stop.
3rd use, again, we would like them to play, but now Is Playing node returns true, even though they are silent (also no sound in fmod studio profiler).
As a result there is no way to switch between set of FMOD ambient sound actors as after they play once and stop they never give away sound ever after.
This behaviour never occurs when level is loaded all the time.
First experienced in UE4.26 FMOD 2.01.09, but it stays the same after updating plugin and studio version to FMOD 2.01.12.
Is there any workaround for this? I thought it might be a simmilar situatiuon like described in this topic but after upgrade to .12 nothing changed…