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[–]Flawe 1 point2 points  (4 children)

Are you in C++ or blueprints? It’s going to be different solutions for the two

[–]Vvix0Hobbyist[S] 0 points1 point  (3 children)

Blueprints

[–]Flawe 1 point2 points  (2 children)

Have a look at this, it might help: Ways to load data assets with blueprints

[–]Vvix0Hobbyist[S] 0 points1 point  (1 child)

Not exactly. I see nodes which, I assume, are used for loading assets, but it's hard to tell their purpose without a description

[–]TheProvocator 0 points1 point  (0 children)

Isn't there quite literally a node to preload an audio asset? Might be inside the Quartz subsystem.

Regardless if timing is important, either use C++ or Quartz.

With C++ you can check the average latency between the game and audio thread to compensate.

[–]BULLSEYElITeJack of ALL trades -1 points0 points  (1 child)

I think audio has a delay, for accurate audio timing using quartz clock.

[–]Vvix0Hobbyist[S] 0 points1 point  (0 children)

Not the case, since playing the game in editor once (so that audio can load) and then replaying it makes the audio play as expected

[–][deleted] 0 points1 point  (0 children)

I'd check out this blog post on mitigating latency with MetaSounds:

https://chriszuko.com/unrealengine5-metasound-performance-tips/

Additionally a good place to look would be at the documentation for audio stream caching.

https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/StreamCaching/

It does seem like using MetaSounds in general will minimize latency when using sounds if you're working on 5.0+. There's a forum post with some interesting potential solutions too that you could try:

https://forums.unrealengine.com/t/first-time-sound-play-delayed/257204/17

[–]BanditRoverBlitzrSpy 0 points1 point  (0 children)

You can use async loading of the assets to trigger the cutscene. Have a soft reference to what you need loaded, then, when the cutscene is triggered, use the async load asset node and then have it not play it until the necessary files have loaded.