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

  1. Content Browser > Sounds > MetaSound Source
  2. Open MetaSound editor
  3. 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

  1. Content Browser > Sounds > Sound Cue
  2. Open Sound Cue editor
  3. 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

Sources

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