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LETSGO Game

Continuing debugging setting MS audio params

Date
August 30, 2024
Hours
1
Tags
UnrealCodeC++LETSGO

I created a forum thread no one has looked at trying to debug the issue:

AudioComponent SetWaveParameter with PlayQuantized

I’ve confirmed the issue occurs even if there is not duplicate Metasounds playing, so I tried looking at my other idea. I added the following code to consume the event that fires when the Playstate changes: AudioComponent->OnAudioPlayStateChanged.AddDynamic(this, &AAudioCuePlayer::OnPlayStateChange); void AAudioCuePlayer::OnPlayStateChange(EAudioComponentPlayState PlayState) { switch (PlayState) { case EAudioComponentPlayState::Playing: UE_LOG(LogTemp, Display, TEXT("Playing")) AudioCo...

AudioComponent SetWaveParameter with PlayQuantized

The actual changes:

I thought my idea to consume the transition to Playing state was genius. But it just straight up didn’t work.

I could create an array in the Metasound with all the soundwaves, then potentially set an input with the array index to set.

But I feel that doesn’t actually solve the problem of this weird interaction of SetWaveParameter and PlayQuantized.

Seems very odd.