after we shipped our game (UE 4 4.22.3 / FMOD Studio 2.00.05), we are experiencing weird issues, which I can’t replicate in the editor.
I have an ambient event (nature), which is basically a loop constructed from a nested event with basic ambient and some scatterer sounds and it loops infinitely unless there is a daytime change. This works nice in the editor, but in the shipping build (and it’s apparent from the live-streams I can observe), it randomly just ends. There’s no reason for it, because the loop, which might be 2 minutes long goes on for maybe half an hour, and then suddenly stops. I tried to replicate this in the editor and let the loop play for 2 hours and it doesn’t happen. However in shipping build. this happens always sooner or later. If I send to this event parameter change, the loop suddenly starts again (it’s as if it switched to a “standby mode” for some reason). A loop is a 2D event, so no attenuation can be responsible.
Another rather serious issue is, that I am using programmer sound for voiceovers. They work nice for most of the time, but they sometimes randomly get cut before the end. I have a hook in Unreal Engine for a moment when the sound stops playing and then I move on, so the cut itself is caused by the sound. I was researching this issue and my pure speculation is that the sound itself pretends to start right, but there is some weird latency going on, so while the Event itself starts and ends correctly, the voiceover itself is a bit shifted. Is there any way how to debug this?
Thanks a lot for any possible answers. It’s a bit of a mood-killer seeing this on the streams.