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UGameplayStatics::PrimeSound

function Engine Blueprint Since 4.25
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays. Call this during a loading screen or ahead of a known gameplay event.

Caveats & Gotchas

  • Only effective for sounds using streaming audio (SoundWave with EnableStreaming set); non-streaming sounds are fully loaded at asset load time and do not benefit from priming.
  • This only caches the first chunk, not the entire sound; long sounds may still stall slightly after the first chunk transitions to subsequent chunks on slow storage.
  • The cached chunk can be evicted by the audio streaming cache if memory pressure is high — priming ahead by more than a few seconds may be wasted if the level is asset-heavy.

Signature

static ENGINE_API void PrimeSound(USoundBase* InSound)

Parameters

Name Type Description Default
InSound USoundBase* The sound asset whose first compressed audio chunk should be cached.

Return Type

void

Example

Prime boss music before boss encounter C++
// Call this during the loading screen or cinematic before the boss fight
UGameplayStatics::PrimeSound(BossMusicAsset);

Version History

Introduced in: 4.25

Version Status Notes
5.6 stable

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