Hello FMOD Support Team,
I am writing to share my insights regarding this frustrating architectural limitation involving the FMOD Transceiver effect (configured as Receive) when integrated into Unreal Engine via Blueprints.
As follows from this topic, there is a known issue where an Event Instance containing a Transceiver (Receive) effect on its Master Bus or an Audio Track completely ignores standard Blueprint commands like Stop, Event Instance Stop, or even Destroy Component.
If I understand correctly, the Stop node always invokes a soft stop (FMOD_STUDIO_STOP_ALLOWFADEOUT)under the hood. Since the Receiver continuously pumps a live DSP audio stream from the memory, the FMOD sound engine gets permanently stuck in the STOPPING state. As a result, the event with the Receiver never transitions to the STOPPED state, leading to memory leaks as these instances accumulate during gameplay.
While searching for solutions on the forum, I encountered advice recommending the low-level STOP_IMMEDIATE command. However, this solution is far from ideal. First and foremost, the standard Blueprint integration simply lacks a native node or wrapper to execute a hard stop (IMMEDIATE) for a specific, single event instance. Furthermore, even if a hard stop were accessible via Blueprints, it would instantly cut off the audio signal, making it impossible to achieve a smooth fade-out using AHDSR modulation. This renders it useless for gameplay scenarios that require natural sound attenuation (for example, dynamic ambience “leakage” through doors or windows that need to fade out smoothly using an AHDSR modulator on the Master Fader).
Currently, developers are forced to rely on inconvenient workarounds: either routing each instance to separate temporary sub-busses and calling Bus Stop All Events on them, or setting up internal parameter automation combined with Command Instruments inside FMOD Studio. These methods severely overcomplicate the project, especially when you need to simultaneously manage multiple unique copies (such as dozens of window and door sound emitters across a level, each needing to fade out independently).
I earnestly request that you add direct control over the Receiver’s stream in future updates of the FMOD integration for Unreal Engine. For instance, it would be incredibly helpful to have a dedicated Blueprint node that allows stopping and releasing the incoming stream of each specific Receiver from memory whenever the event it resides in is stopped or destroyed.
Regarding individual instance destruction: I would highly appreciate a feature that guarantees the absolute destruction and memory unload of a specific instance containing a Receiver, while still allowing the AHDSR envelope on the Master Bus to cleanly execute its Release phase.
Thank you for your time and continued support. I look forward to hearing your comments on this matter.