Skip to content

Audio

UE 5.7's audio stack has three eras of tech:

Era What
Legacy USoundCue (still works, still useful)
Modern MetaSounds (procedural DSP)
Middleware Wwise / FMOD plugins (industry standard for AAA)

Pages

Asset taxonomy

Asset Role
USoundWave Audio file
USoundCue Legacy DSP-light graph
UMetaSoundSource Modern procedural source
UMetaSoundPatch Reusable MetaSound subgraph
USoundClass Group of sources with shared properties
USoundSubmix Output routing bus
USoundAttenuation 3D distance / cone settings
UReverbEffect Reverb preset
USoundMix Mix snapshot (volume per class)
UDialogueWave Localized dialogue
USoundConcurrency Voice-count limits

Signal flow

graph LR
  SC[SoundCue / MetaSound] --> SS[SoundClass]
  SS --> SX[SoundSubmix]
  SX --> M[Master Submix]
  M --> O[Audio Out]
  V[AudioVolume] -.->|reverb / atten override| SC

Choosing source type

Need Use
Static audio with randomization SoundCue or MetaSound
Procedural sound (engine, footsteps with timing) MetaSound
Cross-fades, transitions, complex mixes MetaSound
AAA audio production with middleware-grade authoring Wwise / FMOD
Music with sample-accurate beats MetaSound + Quartz

Performance

  • Concurrency settings cap simultaneous voices per source.
  • Profile with stat audio, au.audiothread.usagetreshold.
  • MetaSounds are evaluated per-source on the audio thread — heavy graphs add CPU.