Comments (9)
Yes, running multiple clients within the same editor is not a scenario that we support currently.
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Ah, but we get it when running online multiplayer, maybe it's not related to that thread.
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Can you post what the exact multiplayer setup is like? And any Output Logs you have. I suspect it's the same issue. There is some shared client/server instance where multiple SDO plugins are live at the same time.
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Dedicated server (linux), 12 clients, PA running only on clients. We're running with Wwise so there's no SDO(?). I guess if the bake is broken this might occur as well? It seems like it happens in certain areas on the level and also when I'm alone on the server. But running locally with the same data looks fine (and without errors).
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Oooh, interesting. We haven't seen this in Wwise yet. Also, I didn't read closely, "No acoustic query result found for source" might be a different problem. Can you provide us with as much detail as you can. Your Output Logs, the exact scenarios when these warnings happen and don't happen, maybe some videos. Are you hearing acoustic effects at all when the warning happens?
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I hear the acoustics effect from the character as usual when the spamming is active. It occurs at certain locations on the level, for some reason I can't debug pa (probes/voxels) when running from steam but when running locally the voxels and probes look fine. It's a fine build. Here's a log
Game_QueryNotFInishedInTime.log
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Here's a video, managed to turn on debugging. When I reach the open area it starts spamming (as you'll notice on the query-timer). When I turn on probes the log-spamming stops (but the query-thread still takes a long time). https://drive.google.com/file/d/1axrep0zKKa9Zvwxo2ykgdg0gRP6lcEnh/view?usp=sharing
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Thanks for the data. Are you using any other Project Acoustics features in your scene? Dynamic openings? Probe Volumes? Interpolation configs?
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I've removed the dynamic openings and I use no probe volumes in this scene. I tried different interpolation configs, but no difference. We have a lot of ambient events that move along splines, when I disabled acoustics on all of those the problem disappeared. I'll check if I can find if there is any specific event that causing this problem. It's weird that it only occurs at certain spots in the level.
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Related Issues (20)
- PIE crash when loading 2 clients HOT 1
- new project error HOT 2
- Multiple dynamic openings HOT 1
- Unreal 5.3 WWISE plans HOT 26
- delete
- AKEvents and the AcousticsAudio component
- Invalid option usage: configfile Acoustics_Prototype Scene_config.xml HOT 2
- Sound through walls. Audio source settings freezes after moving to another room. HOT 6
- Triton Codec uses AVX instructions; is there an SSE4.2 version available? HOT 2
- A problem about DefaultEngine.ini will be written repeatedly. HOT 5
- Lower probe count and bake time/cost HOT 2
- Triton.LocalProcessor.exe Crashes and no .ACE file created HOT 1
- Failed to create SimulationConfiguration (Unity 2023.2.5f1) HOT 2
- Support for IOS platform in Unity game? HOT 2
- Mismatch between spatial reverb in editor and packaged build HOT 1
- Research Paper 2024 HOT 1
- Nintendo Switch Support HOT 1
- Docker error during local bake HOT 3
- ProjectAcoustics doesn't work for me, even in the sample project HOT 10
- Crash on startup of packaged unreal build HOT 13
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