# Popping on distant sounds

**URL:** <https://qa.fmod.com/t/popping-on-distant-sounds/19284>\
**Category:** FMOD Studio\
**Tags:** ue4\
**Created:** [September 16, 2022, 2:12pm UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284 "2022-09-16T14:12:30Z")\
**Posts on this page:** 14\
**Page:** 1

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**Author:** ![BadFoxStudios](https://avatars.discourse-cdn.com/v4/letter/b/848f3c/32.png) [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Post date:** [September 16, 2022, 2:12pm UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/1 "2022-09-16T14:12:30Z")

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I’ve had on and off popping noises for a little while now and its been an absolute nightmare to find the location of the problem. I think I have just found some relevant info.

It appears that all our spatialized sounds using the FMOD Object Spatializer are popping when you are right on the fringe or beyond of the sounds max audible distance.

Any ideas how to fix this? I feel this isn’t how it should be working?

FMOD 2.02.07  
Unreal Engine 4.27.2

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**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [September 21, 2022, 4:58am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/2 "2022-09-21T04:58:35Z")

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I have not been able to reproduce any issues with object-spatialized events in 4.27.2- we recently found some issues with popping when using ChannelGroups with the Core API, so it may be related to this.  
Is this occurring during PIE with Windows Sonic or in a packaged game, with Sony 3D for example?

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**Author:** ![BadFoxStudios](https://avatars.discourse-cdn.com/v4/letter/b/848f3c/32.png) [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Post date:** [September 21, 2022, 10:01am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/3 "2022-09-21T10:01:52Z")

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I have temporarily taken everything out of channels and I’m now just routing through the master bus (See Below)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/63749bde650c27d88c30b590231f8d98366078ef.png)

This is happening in both PIE and packaged. I have tried WASPI, ASIO, Windows Sonic to no avail.

I have uploaded a video so you can hear what i’m talking about.

[![](https://img.youtube.com/vi/Md3nwq14CtE/maxresdefault.jpg "Audio Popping") ](https://www.youtube.com/watch?v=Md3nwq14CtE)

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<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [September 26, 2022, 12:18am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/4 "2022-09-26T00:18:49Z")

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Thanks for the video, that is very noticeable and definitely not how it should be working.

> [@BadFoxStudios](#):
>
> I have temporarily taken everything out of channels and I’m now just routing through the master bus

And has this made a difference or are you still getting clicking? I wouldn’t expect it to make a difference in this case but would like to confirm.

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<div class="post-metadata">

**Author:** ![BadFoxStudios](https://avatars.discourse-cdn.com/v4/letter/b/848f3c/32.png) [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Post date:** [September 26, 2022, 2:04pm UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/5 "2022-09-26T14:04:59Z")

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It hasn’t made a difference. The only logic I can seem to grasp at is the clicking being the result of a sound on the very fringe of its audible range.

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<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [September 27, 2022, 1:11am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/6 "2022-09-27T01:11:34Z")

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Okay thank you for confirming. Can you please try connecting the [FMOD Profiler](https://fmod.com/docs/2.02/studio/profiling.html) and see if the clicking is showing up there? I think these kinds of clicks ought to show up obviously in the [Levels graph](https://fmod.com/docs/2.02/studio/profiling.html#reading-a-recorded-session), and that should confirm which events are responsible for the clicking. If you could then record a capture and export it (including banks) to your [FMOD Profile](https://fmod.com/profile#uploads) I will take a look at what’s going on.

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<div class="post-metadata">

**Author:** ![BadFoxStudios](https://avatars.discourse-cdn.com/v4/letter/b/848f3c/32.png) [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Post date:** [October 6, 2022, 10:33am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/7 "2022-10-06T10:33:11Z")

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I’ve uploaded a profiler recording to my profile.

During this process however (and I might be going mad) but the clicks dont seem to exist in the actual recording as every playback of said recording produces clicks in different places?

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<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [October 10, 2022, 1:09am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/8 "2022-10-10T01:09:05Z")

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Thank you for sending that over- I am not hearing/seeing any clicks in this profiler capture. So you are finding that every time you playback this profiler capture you are getting clicks in random, different places? Is this true for both the waveform and simulate [playback modes](https://fmod.com/docs/2.02/studio/profiling.html#playing-back-a-session)? i.e  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/1b4db2988b0a43fae9b821e5c0398a57086aabb0.png)

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<div class="post-metadata">

**Author:** ![BadFoxStudios](https://avatars.discourse-cdn.com/v4/letter/b/848f3c/32.png) [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Post date:** [October 11, 2022, 2:14pm UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/9 "2022-10-11T14:14:10Z")

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I realised I was on simulate, having switched it to waveform I seem to only be able to hear the ambient audio track and none of the spatialized sound. How do I correct this?

I can see all the wave forms but they dont play on waveform.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b3d3f56f3cd0e74fcbf01f4feebf1bfd25dc77af.png)

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<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [October 17, 2022, 1:31am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/10 "2022-10-17T01:31:33Z")

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Thank you for providing the profiler capture. I cannot hear any clicks or pops in this capture, but I also cannot hear anything other than the ambience track. I have reproduced this issue in a simple project and found that object-spatialized events aren’t being recorded during live update. This seems to be a bug and I have passed this onto the Dev team to investigate further.  
The intention of collecting a profiler capture was to determine whether audio was popping in the FMOD mixer or your audio hardware. Another way to rule out audio hardware as a factor would be to see if pops and clicks are occurring for anyone else. Has anyone else had issues with pops and clicks or has it only been on your machine?  
EDIT: Regarding object-spatialized audio not being recorded by live update, the Dev team has gotten back to me and this is expected behaviour. Object audio is rendered externally to FMOD, and therefore we cannot capture it in live update.

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<div class="post-metadata">

**Author:** ![BadFoxStudios](https://avatars.discourse-cdn.com/v4/letter/b/848f3c/32.png) [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Post date:** [October 17, 2022, 12:14pm UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/11 "2022-10-17T12:14:00Z")

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That makes sense. THe pops and clicks are happening for everyone playing the game. No matter the hardware.

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<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [October 20, 2022, 10:42pm UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/12 "2022-10-20T22:42:18Z")

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Okay then, thank you for confirming. Would it be possible for you to provide a debug build of your game to your [FMOD Profile](https://fmod.com/profile#uploads) for us to reproduce the issue on our end?

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<div class="post-metadata">

**Author:** ![BadFoxStudios](https://avatars.discourse-cdn.com/v4/letter/b/848f3c/32.png) [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Post date:** [October 24, 2022, 9:03am UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/13 "2022-10-24T09:03:08Z")

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We can do it but would you need steam to download the client build otherwise it wont login and work.

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<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [October 24, 2022, 10:27pm UTC](https://qa.fmod.com/t/popping-on-distant-sounds/19284/14 "2022-10-24T22:27:20Z")

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That won’t be a problem on our end- if you could please also upload any specific instructions required to get that setup to your FMOD Profile then that would be appreciated.
