I don’t know maybe it’s unreal engine problem but for network game fmod audio component still continue output sounds after carrier projectile was destroyed (problem exits on the client-side only).
UE version 4.24 Fmod 4.24 plugin with some source modification to not crash from this topic Is there a release date for UE4.24 integration?
Steps to reproduce:
Create projectile actor with attached FMODAudio component
Fmod 3d event with sustain point, async and infinity loops, for example, wind effect
Build project (i don’t know how to reproduce it editor mode)
Run server with spawning projectiles
Connect to server
Execute on server to stop spawn projectiles and destroy it all
Go to the place where projectiles fly
On server side it’s ok, nothing to hear
On client hear a projectile sound, it’s never be done
It sounds like a replication issue, each server/client will be running it’s own FMOD System which will need to be told when to play and stop events from the server.
I will add this as a task to investigate further but cannot give an ETA for it at this point.
If you are able to provide a reproduction in an empty project, that could speed up the process.
Thx, for now i am unable to reproduce it on clean project, perhaps need to provoke a huge net update at first connect. If i get 100% reproduce at a public solution i will provide it with steps instructions.