Troubleshooting
Playback problems generally come from an invalid sound asset, an unavailable subsystem, an active music lock, or an incomplete localization table.
Music does not change
Check that the music supplied to Play Music is valid. If it is already assigned to the active music component, the system does not restart it and returns false. Also check Is Music Locked: when music is locked, use Set Music Locked(false) or enable Unlock in the Play Music call.
No sound plays
Make sure the Sound Base is valid and that the call occurs while the Game Instance and world are available. Also check that volume and pitch are not zero. When you use a sound index, it selects a persistent component; it is not an asset identifier.
The localized variant is not used
Check that DT_LocalizedSound, or the table set through Set Localized Sound Table, contains a row whose Source Sound is exactly the sound passed to the function. The Localized Sounds key must exactly match the code passed in Locale To Play, for example fr-FR. When no match exists, the system intentionally uses the source sound.
Level music does not start
Check that the actor carrying AC ADS Audio Parameters is present and starts at BeginPlay. The Assign Music Level key must match the current level name and its value must be valid music. Also check that the Game Instance is available when playback is started.
Quick checklist
- The Blueprint accesses
ADS Audio Subsystemfrom the Game Instance. - The supplied
Sound Baseis valid. - The music lock is disabled when you want to change tracks.
- Volume and pitch multipliers are greater than zero.
- The Data Table and locale code match exactly when a localized variant is expected.
- AC ADS Audio Parameters is present at startup when music depends on the level.