0
0

Hello guys, I’m using UE 4.19 integrated with FMOD.
Recently I encounter a very weird behaviour with FMOD playing events.
So what I do is just to play an instance locally when the player press a key. So I use PlayEventAtLocation and play at the player location. The event Im using has a different sound depending on the distance from the player to the listener.
For example, if A triggers the sound, then A hear X sound while B hear Y sound. It works fine on the network side. However on the client side, when A triggers the sound, A hears Y sound (this event is executed locally so I expect it to have local behaviour) but when B triggers the sound, B hears X sound (correct behaviour).
Note that X sound is played for the player and Y sound for the listener. In my case, when there are 2 clients, first client as a player receives Y sound instead. If I have 3 clients, then 1 and 2 will receive Y sound while 3 receives X sound.
Hope I explain it properly guys. Thanks for reading and hoping to get help soon.
Cheers.

  • You must to post comments
0
0

Are you able to share your source code or blueprints for how you are implementing this?

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.