# Hang on sound for client-side network mode

**URL:** <https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340>\
**Category:** Unreal Engine\
**Created:** [December 23, 2019, 3:16pm UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340 "2019-12-23T15:16:38Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![i4ugui](https://avatars.discourse-cdn.com/v4/letter/i/ed8c4c/32.png) [@i4ugui](https://qa.fmod.com/u/i4ugui)\
**Post date:** [December 23, 2019, 3:16pm UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340/1 "2019-12-23T15:16:39Z")

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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?](https://qa.fmod.com/t/is-there-a-release-date-for-ue4-24-integration/15318/8)  
Steps to reproduce:

1. Create projectile actor with attached FMODAudio component  
Fmod 3d event with sustain point, async and infinity loops, for example, wind effect
2. Build project (i don’t know how to reproduce it editor mode)
3. Run server with spawning projectiles
4. Connect to server
5. Execute on server to stop spawn projectiles and destroy it all
6. 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

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [January 10, 2020, 1:00am UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340/2 "2020-01-10T01:00:25Z")

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Are the projectiles being destroyed on the client side?  
If so, how are they being destroyed?

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<div class="post-metadata">

**Author:** ![i4ugui](https://avatars.discourse-cdn.com/v4/letter/i/ed8c4c/32.png) [@i4ugui](https://qa.fmod.com/u/i4ugui)\
**Post date:** [January 10, 2020, 8:55am UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340/3 "2020-01-10T08:55:04Z")

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Yes, of course, projectiles were destroyed both on server and client.  
Destroy projectile by call SetLifeSpan(1)

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [January 13, 2020, 12:27am UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340/4 "2020-01-13T00:27:33Z")

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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.

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<div class="post-metadata">

**Author:** ![i4ugui](https://avatars.discourse-cdn.com/v4/letter/i/ed8c4c/32.png) [@i4ugui](https://qa.fmod.com/u/i4ugui)\
**Post date:** [January 13, 2020, 6:30am UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340/5 "2020-01-13T06:30:53Z")

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Will you investigate it? And if it’s unreal engine problem please report to it issue tracker, i think you have access to it.

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [January 14, 2020, 4:36am UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340/6 "2020-01-14T04:36:12Z")

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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.

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<div class="post-metadata">

**Author:** ![i4ugui](https://avatars.discourse-cdn.com/v4/letter/i/ed8c4c/32.png) [@i4ugui](https://qa.fmod.com/u/i4ugui)\
**Post date:** [January 14, 2020, 5:11pm UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340/7 "2020-01-14T17:11:41Z")

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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.
