However they are separate projects so i dont understand how did that fix it.An unknown version of a file that is part of the game installation has been loaded from the game directory. I dont know how this got fixed, it just suddenly started to work after i found the fix for those 30 Media Sounds Components. The solution was to create the Media Sound Component only when i need to play some sound and then explicitly remove it when I am done with the sound.Īlso i mentioned above that the sound was not working in the Third Person Sample example. If you create more than 30 of these Media Sound Components, the sound will stop playing (even if they are not bound to any media player). I needed a lot of these actors, so i created each of them in the Construct (via blueprints) and then in some delegate i was setting up the Media Player for each Media Sound Component. For more context, i was creating an actor that has a Media Sound Component attached to it. If someone can help with this issue it would be great I tried to press the Verify UE5 button but after it finished, the issue is still thereĪt this point my only option is to fully wipe Unreal Engine and Epic Games Launcher and reinstall both. I then tried to completely uninstall it and let windows reinstall it but it still doesn’t work. I have tried to update it to the latest version and it did not work. Like the user lantz.anna_1, the same output log shows for me as well, so XAudio2 seems to be fine Defining below allows switching to audio mixer using -audiomixer commandline I have installed the latest directx end-user runtime and it still doesnt workīelow lines are present in the WindowsEngine.ini AudioDeviceModuleName=XAudio2 The unreal editor shows up in the windows Volume Mixer and it is not muted The submixes in the project settings, properly show up as green or orange In the settings i have the Enable Game Sound and Enable Editor Sounds checked I have also tried with the First Person Sample and the sound works there but only when shooting. I have created a fresh Third Person Sample and when the character is running or jumping, there is no sound. I am also encountering this same issue on UE 5.0.3 and I have not clue how to fix it. LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault' LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault' LogAudioMixer: Display: Initializing Sound Submixes. LogAudioMixer: Display: Using Audio Hardware Device Headphones (Arctis 7 Game) LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2' LogAudio: Display: Audio Occlusion Plugin: None (built-in). LogAudio: Display: Audio Reverb Plugin: None (built-in). LogAudio: Display: Audio Spatialization Plugin: None (built-in). LogAudio: Display: AudioDevice MaxSources: 32 LogAudioMixer: Display: Number of Async Source Workers: 0 LogAudioMixer: Display: Max Channels (voices): 0 LogAudioMixer: Display: Number of buffers to queue: 2 LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024 LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024 LogAudioMixer: Display: Sample Rate: 48000 LogAudioMixer: Display: Audio Mixer Platform Settings: LogAudio: Display: Creating Audio Device: Id: 1, Scope: Shared, Realtime: True If you look in your logs, do you see any sections that look kind of like this: LogAudio: Display: Audio Device Manager Initialized If you’ve never heard any audio from Unreal, that sounds like it might be having troubles reaching your headphones/speakers, or it was unintentionally disabled.
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