Unreal Engine 5.7 — Audio Module Reference
Unreal Engine 5.7 — Audio Module Reference
Last verified: 2026-02-13 Knowledge Gap: UE 5.7 MetaSounds production-ready
Overview
UE 5.7 audio systems:
- MetaSounds: Node-based procedural audio (RECOMMENDED, production-ready)
- Sound Cues: Legacy node-based audio (use for simple cases)
- Audio Component: Play sounds on actors
Basic Audio Playback
Play Sound at Location
#include "Kismet/GameplayStatics.h"
// ✅ Play 2D sound (no spatialization)
UGameplayStatics::PlaySound2D(GetWorld(), ExplosionSound);
// ✅ Play sound at location (3D spatial audio)
UGameplayStatics::PlaySoundAtLocation(GetWorld(), ExplosionSound, GetActorLocation());
// ✅ With volume and pitch
UGameplayStatics::PlaySoundAtLocation(GetWorld(), ExplosionSound, GetActorLocation(), 0.7f, 1.2f);
Audio Component
Audio Component (Persistent Sound)
// Create audio component
UAudioComponent* AudioComp = CreateDefaultSubobject<UAudioComponent>(TEXT("Audio"));
AudioComp->SetupAttachment(RootComponent);
AudioComp->SetSound(LoopingAmbience);
// Play/Stop
AudioComp->Play();
AudioComp->Stop();
// Fade in/out
AudioComp->FadeIn(2.0f); // 2 seconds
AudioComp->FadeOut(1.5f, 0.0f); // 1.5s to volume 0
// Adjust volume/pitch
AudioComp->SetVolumeMultiplier(0.5f);
AudioComp->SetPitchMultiplier(1.2f);
3D Spatial Audio
Attenuation Settings
// Create Sound Attenuation asset:
// Content Browser > Sounds > Sound Attenuation
// Configure:
// - Attenuation Shape: Sphere, Capsule, Box, Cone
// - Falloff Distance: Distance where sound becomes inaudible
// - Attenuation Function: Linear, Logarithmic, Inverse, etc.
// Assign in C++:
AudioComp->AttenuationSettings = AttenuationAsset;
Attenuation Override in Code
FSoundAttenuationSettings AttenuationOverride;
AttenuationOverride.AttenuationShape = EAttenuationShape::Sphere;
AttenuationOverride.FalloffDistance = 1000.0f;
AttenuationOverride.AttenuationShapeExtents = FVector(1000.0f);
AudioComp->AttenuationOverrides = AttenuationOverride;
AudioComp->bOverrideAttenuation = true;
MetaSounds (Procedural Audio)
Create MetaSound Source
- Content Browser > Sounds > MetaSound Source
- Open MetaSound editor
- Build node graph:
- Inputs: Triggers, parameters
- Generators: Oscillators, noise, samples
- Modulators: Envelopes, LFOs
- Effects: Filters, reverb, delay
- Output: Audio output
Play MetaSound
// Play MetaSound like any sound
UGameplayStatics::PlaySound2D(GetWorld(), MetaSoundSource);
// Or with Audio Component
AudioComp->SetSound(MetaSoundSource);
AudioComp->Play();
Set MetaSound Parameters
// Define parameter in MetaSound (Input node with exposed parameter)
// Set parameter in C++:
AudioComp->SetFloatParameter(FName("Volume"), 0.8f);
AudioComp->SetIntParameter(FName("OctaveShift"), 2);
AudioComp->SetBoolParameter(FName("EnableReverb"), true);
Sound Cues (Legacy)
Create Sound Cue
- Content Browser > Sounds > Sound Cue
- Open Sound Cue editor
- Add nodes: Random, Modulator, Mixer, etc.
Use Sound Cue
// Play like any sound
UGameplayStatics::PlaySound2D(GetWorld(), SoundCue);
Sound Classes & Sound Mixes
Sound Class (Volume Groups)
// Create Sound Class: Content Browser > Sounds > Sound Class
// Hierarchy: Master > Music, SFX, Dialogue
// Assign to sound asset:
// Sound Wave > Sound Class = SFX
// Set volume in C++:
UAudioSettings* AudioSettings = GetMutableDefault<UAudioSettings>();
// Configure via Sound Class hierarchy
Sound Mix (Dynamic Mixing)
// Create Sound Mix asset
// Define adjustments: Lower music during dialogue, etc.
// Push sound mix
UGameplayStatics::PushSoundMixModifier(GetWorld(), DuckedMusicMix);
// Pop sound mix
UGameplayStatics::PopSoundMixModifier(GetWorld(), DuckedMusicMix);
Audio Occlusion & Reverb
Audio Occlusion (Walls Block Sound)
// Enable in Audio Component:
AudioComp->bEnableOcclusion = true;
// Requires geometry with collision
Reverb Volumes
// Add Audio Volume to level (Volumes > Audio Volume)
// Configure reverb settings in Details panel
// Audio component automatically picks up reverb when inside volume
Common Patterns
Footstep Sounds (Random Variation)
// Use Sound Cue with Random node, or:
UPROPERTY(EditAnywhere, Category = "Audio")
TArray<TObjectPtr<USoundBase>> FootstepSounds;
void PlayFootstep() {
int32 Index = FMath::RandRange(0, FootstepSounds.Num() - 1);
UGameplayStatics::PlaySoundAtLocation(GetWorld(), FootstepSounds[Index], GetActorLocation());
}
Music Crossfade
UAudioComponent* MusicA;
UAudioComponent* MusicB;
void CrossfadeMusic(float Duration) {
MusicA->FadeOut(Duration, 0.0f);
MusicB->FadeIn(Duration);
}
Check if Sound is Playing
if (AudioComp->IsPlaying()) {
// Sound is playing
}
Audio Concurrency
Limit Concurrent Sounds
// Create Sound Concurrency asset:
// Content Browser > Sounds > Sound Concurrency
// Configure:
// - Max Count: Maximum instances of this sound
// - Resolution Rule: Stop Oldest, Stop Quietest, etc.
// Assign to sound:
// Sound Wave > Concurrency Settings
Performance Tips
Audio Optimization
// Compression settings (Sound Wave asset):
// - Compression Quality: 40 (balance quality/size)
// - Streaming: Enable for large files (music)
// Reduce audio mixing cost:
// - Limit concurrent sounds via Sound Concurrency
// - Use simple attenuation shapes
// Disable audio for distant actors:
if (Distance > MaxAudibleDistance) {
AudioComp->Stop();
}
Debugging
Audio Debug Commands
// Console commands:
// au.Debug.Sounds 1 - Show active sounds
// au.3dVisualize.Enabled 1 - Visualize 3D audio
// stat soundwaves - Show sound statistics
// stat soundmixes - Show active sound mixes