The option in the project settings is specifically for streaming assets, not voices. Streaming assets are used for heavy audio files that you want to load in the memory as it goes, instead of when the sound gets called (to avoid long loading for the music at the start of a level for instance, or between zones in an openworld). I think the issue with streams is when multiple are used at the same time it becomes heavy on the CPU (this is most important when working for console or mobile games). That is why we usually limit their number.
@Nimillion Жыл бұрын
I ran into this issue recently and tried this but I would have my music turn OFF when too many sounds played (no matter the combinations of sound concurrency setup/settings). I could not figure out how to simply make sure that the music never gets cut off. I ended up manually overwriting the concurrency setting for the particular sound I had issue with.. Not sure if something is broken. Please do make an update on this subject if you find any tips. Thanks!
@VyLoneReaz3 ай бұрын
Just set the priority of the audio cue to a high number, then it won't get stopped/interupted
@raulalaris5 ай бұрын
So maybe I'm doing it wrong but I have a animal I'm making footsteps for and I'm using notifys to trigger the meta sound. The issue i'm having is the when the metasound is retriggered by the notify it cuts off the previous footstep from playing. I tried this concurrency thing but it didn't work.
@AbhiSen-lr4pt5 ай бұрын
which headphone is best for sound setting in unreal engine 5 and how much vram do we need for ue5