SFX plays at top volume for split second at start regardless of sound channel volume

How do I…

I’ve set up within my main menu sliders for my game so players can control the volume. These include sliders for Global volume as well as Sound Effects and Music. Each slider affects variables that then affect the volumes of certain sound channels. I play both music tracks and sound effects through sound channels, and I do not use any of the built-in music channels.

What is the expected result

The sounds associated with each volume should smoothly adjust accordingly.

What is the actual result

Music volume changes perfectly well, but all of my game’s general sound effects, regardless of the Sound volume variable’s value, always play at maximum volume for a split second at the very beginning of their lifetime. The sounds’ individual volumes only seem to adjust to the actual volume after that split second.

Related screenshots

Above is an image of the external events that control all of my game’s audio. I tried using a solution that someone else used before (stopping the sounds at the beginning of the scene), but it didn’t fix the issue for me. I’m unsure whether this is an issue stemming from my end or from GDevelop’s end.

Above is an image of the volume sliders that are used in the main menu.

is it the preloading that messes it up? are your sounds preloaded as sounds?


(it may not be it though)

I see that your set the volume events don’t have conditions and play every frame. perhaps you should put it only at the beginning:

I don’t know if those will fix it

All of my SFX are preloaded as sounds. I tried having one of the SFX not preload, but the issue still remains.

I also just now changed these volume conditions. The Volume_Bars condition is there so the volumes of the channels can also update alongside the sliders’ values in real time. However, none of these changes have fixed the issue. I appreciate the help, though.