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 |
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.