git clone https://github.com/ComeOnOliver/skillshub
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/quodsoler/unreal-engine-skills/ue-audio-system" ~/.claude/skills/comeonoliver-skillshub-ue-audio-system && rm -rf "$T"
skills/quodsoler/unreal-engine-skills/ue-audio-system/SKILL.mdUE Audio System
You are an expert in Unreal Engine's audio systems, covering UAudioComponent, sound asset types, spatial attenuation, concurrency management, submix routing, MetaSounds, and runtime audio analysis.
Context Check
Before implementing audio, read
.agents/ue-project-context.md for:
- Audio plugins enabled (Resonance Audio, Steam Audio, Wwise, FMOD, MetaSound plugin version)
- Target platforms — mobile has strict voice limits; consoles differ from PC
- Dedicated server flag — audio must be skipped server-side or it will crash/log errors
- VR flag — VR projects require binaural spatialization settings
Information Gathering
Ask about:
- One-shot SFX, looping ambient, music, UI feedback, or dialogue?
- Spatialized (follows actor) or global 2D?
- Concurrency concern (gunshots, footsteps, explosions)?
- Runtime control needed (fade, pause, parameter changes)?
- MetaSound procedural or pre-authored SoundCue/SoundWave?
Sound Asset Hierarchy
USoundBase // abstract base (SoundBase.h) ├── USoundWave // raw PCM/compressed audio asset ├── USoundCue // node-graph: random, modulator, mixer, attenuator nodes └── UMetaSoundSource // procedural audio graph (MetaSound plugin)
USoundWave — Import .wav/.ogg/.flac. Set
SoundClassObject and AttenuationSettings on asset.
USoundCue — Node graph combining multiple waves. Key nodes:
USoundNodeRandom, USoundNodeModulator, USoundNodeMixer, USoundNodeAttenuation,
USoundNodeLooping, USoundNodeDelay, USoundNodeDistanceCrossFade.
UMetaSoundSource — Procedural audio graph. Declare typed inputs (float, bool, int32, trigger). Set parameters at runtime via
UAudioComponent::SetFloatParameter, SetBoolParameter, SetIntParameter.
Streaming Long Audio
For music and ambient tracks exceeding ~30 seconds, set
USoundWave::LoadingBehavior:
ESoundWaveLoadingBehavior::ForceInline for short SFX, RetainOnLoad for music loaded at level start.
Long files should use LoadOnDemand to avoid loading the full waveform into memory.
In the editor: SoundWave asset → Details → Loading → Loading Behavior.
Playing Sounds from C++
Fire-and-Forget
#include "Kismet/GameplayStatics.h" // 2D — not spatialized (UI, music) UGameplayStatics::PlaySound2D( this, ImpactSound, 1.0f /*Vol*/, 1.0f /*Pitch*/, 0.0f /*StartTime*/, ConcurrencySettings, OwningActor ); // 3D — spatialized, requires AttenuationSettings on the sound asset UGameplayStatics::PlaySoundAtLocation( this, GunShotSound, GetActorLocation(), FRotator::ZeroRotator, 1.0f, 1.0f, 0.0f, AttenuationOverride, // USoundAttenuation* (nullptr = use asset default) ConcurrencyOverride, // USoundConcurrency* (nullptr = use asset default) this // OwningActor for per-owner concurrency );
Spawn with Handle
// Returns UAudioComponent* — auto-destroyed when sound finishes if bAutoDestroy=true UAudioComponent* Comp = UGameplayStatics::SpawnSoundAtLocation( this, ExplosionSound, Location, FRotator::ZeroRotator, 1.0f, 1.0f, 0.0f, AttenuationSettings, nullptr, /*bAutoDestroy=*/true ); // Attach to a moving component (vehicle engine) UAudioComponent* EngineAudio = UGameplayStatics::SpawnSoundAttached( EngineLoopSound, GetMesh(), NAME_None, FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::SnapToTargetIncludingScale, /*bStopWhenAttachedToDestroyed=*/true, 1.0f, 1.0f, 0.0f, AttenuationSettings, nullptr, /*bAutoDestroy=*/false // keep alive for looping );
UAudioComponent as Permanent Actor Component
// In constructor: AudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("AudioComponent")); AudioComponent->SetupAttachment(RootComponent); AudioComponent->bAutoActivate = false; AudioComponent->bStopWhenOwnerDestroyed = true;
Playback Control
AudioComponent->SetSound(EngineLoopSound); AudioComponent->Play(/*StartTime=*/0.0f); AudioComponent->Stop(); AudioComponent->SetPaused(true); AudioComponent->FadeIn(0.5f, 1.0f, 0.0f, EAudioFaderCurve::Linear); AudioComponent->FadeOut(1.0f, 0.0f, EAudioFaderCurve::Linear); AudioComponent->SetVolumeMultiplier(0.5f); AudioComponent->SetPitchMultiplier(1.2f); // Query play state (EAudioComponentPlayState: Playing, Stopped, Paused, FadingIn, FadingOut) EAudioComponentPlayState State = AudioComponent->GetPlayState();
Delegates (AudioComponent.h)
// Declared in AudioComponent.h: // DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnAudioFinished) // DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnAudioPlaybackPercent, const USoundWave*, PlayingSoundWave, const float, PlaybackPercent) // DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAudioPlayStateChanged, EAudioComponentPlayState, PlayState) AudioComponent->OnAudioFinished.AddDynamic(this, &AMyActor::OnSoundFinished); AudioComponent->OnAudioPlaybackPercent.AddDynamic(this, &AMyActor::OnPlaybackPercent); AudioComponent->OnAudioPlayStateChanged.AddDynamic(this, &AMyActor::OnPlayStateChanged); // Native (non-UObject) binding — no GC overhead: // DECLARE_MULTICAST_DELEGATE_OneParam(FOnAudioFinishedNative, UAudioComponent*) // DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnAudioPlaybackPercentNative, const UAudioComponent*, const USoundWave*, const float) AudioComponent->OnAudioFinishedNative.AddUObject(this, &AMyActor::OnSoundFinishedNative); AudioComponent->OnAudioPlaybackPercentNative.AddUObject(this, &AMyActor::OnPlaybackPercentNative);
Sound Attenuation (SoundAttenuation.h)
Defined in
USoundAttenuation assets (wrapping FSoundAttenuationSettings).
Assign via USoundBase::AttenuationSettings or pass as override to play functions.
Attenuation shapes (
EAttenuationShape): Sphere (default, omnidirectional), Capsule (elongated sources), Box (room-shaped), Cone (directional like spotlights).
Distance model (
EAttenuationDistanceModel): Linear, Logarithmic (realistic), NaturalSound (perception-matched, recommended), Inverse, LogReverse, Custom (curve-driven).
// Key FSoundAttenuationSettings fields: uint8 bAttenuate : 1; // enable distance-based volume falloff uint8 bSpatialize : 1; // enable 3D spatialization // SpatializationAlgorithm: SPATIALIZATION_Default (panning), SPATIALIZATION_HRTF (binaural plugin) uint8 bAttenuateWithLPF : 1; // air absorption (distance-based lowpass) float LPFRadiusMin; // LPF starts at this distance (cm) float LPFRadiusMax; // LPF fully applied at this distance float LPFFrequencyAtMin; // Hz at min distance (e.g. 20000.f = bypass) float LPFFrequencyAtMax; // Hz at max distance (e.g. 800.f = muffled) uint8 bEnableListenerFocus : 1; float FocusAzimuth; // in-focus cone half-angle (degrees) float NonFocusAzimuth; // non-focus cone half-angle (degrees) float FocusDistanceScale; // < 1.0 makes focused sound seem closer float NonFocusVolumeAttenuation; uint8 bEnableOcclusion : 1; TEnumAsByte<ECollisionChannel> OcclusionTraceChannel; // e.g. ECC_Visibility float OcclusionLowPassFilterFrequency; // Hz when fully occluded float OcclusionVolumeAttenuation; // 0..1 volume scale when occluded float OcclusionInterpolationTime; // seconds to interpolate uint8 bEnableReverbSend : 1; EReverbSendMethod ReverbSendMethod; // Linear, CustomCurve, Manual float ReverbWetLevelMin; float ReverbWetLevelMax; float ReverbDistanceMin; float ReverbDistanceMax; uint8 bEnablePriorityAttenuation : 1; // reduce priority of distant sounds float PriorityAttenuationMin; float PriorityAttenuationMax; // Override attenuation inline on a UAudioComponent: AudioComponent->bOverrideAttenuation = true; AudioComponent->AttenuationOverrides.bAttenuate = true; AudioComponent->AttenuationOverrides.bSpatialize = true; AudioComponent->AttenuationOverrides.FalloffDistance = 3000.f;
Audio LOD
Distant sounds can skip processing. Use
bAttenuateWithLPF = true with LPFRadiusMin/LPFRadiusMax
to low-pass-filter far sounds before full attenuation drops them. Set bEnableSendToAudioLink = false
for background ambience that does not need external routing. USoundBase::Priority (0.0–100.0, default 1.0, higher =
more important) determines which voices survive when hitting the max channel count set in Audio Settings.
Concurrency (SoundConcurrency.h)
USoundConcurrency controls simultaneous voice count. Assign via
USoundBase::ConcurrencySet (TSet<USoundConcurrency*>) or ConcurrencyOverrides
(inline FSoundConcurrencySettings when bOverrideConcurrency = true).
// FSoundConcurrencySettings key fields: int32 MaxCount; // max simultaneous voices in this group // USoundBase::Priority (0.0–100.0, default 1.0) determines which voices survive at MaxCount uint8 bLimitToOwner : 1; // limit per owning actor if true TEnumAsByte<EMaxConcurrentResolutionRule::Type> ResolutionRule; // PreventNew | StopOldest | StopFarthestThenPreventNew | StopFarthestThenOldest // StopLowestPriority | StopQuietest | StopLowestPriorityThenPreventNew float RetriggerTime; // minimum seconds between plays in this group float VoiceStealReleaseTime; // fade duration (s) for evicted sounds EConcurrencyVolumeScaleMode VolumeScaleMode; // Default | Distance | Priority float VolumeScaleAttackTime; float VolumeScaleReleaseTime;
Submixes and Sound Classes (SoundSubmix.h)
USoundSubmixBase (abstract) USoundSubmixWithParentBase USoundSubmix // standard submix with effects chain USoundfieldSubmix // ambisonics / soundfield UEndpointSubmix // external endpoint (haptics, extra device)
Typical tree: Master > {Music, SFX, Voice, Ambient}. Music submix uses
bMuteWhenBackgrounded = true.
// Runtime volume control: MusicSubmix->SetSubmixOutputVolume(this, 0.5f); // linear gain multiplier MusicSubmix->SetSubmixWetLevel(this, 1.0f); MusicSubmix->SetSubmixDryLevel(this, 0.0f); // Dynamic parenting: MyChildSubmix->DynamicConnect(this, MasterSubmix); MyChildSubmix->DynamicDisconnect(this);
USoundSubmix::SubmixEffectChain holds USoundEffectSubmixPreset assets
(reverb USubmixEffectReverbPreset, EQ USubmixEffectEQPreset, dynamics).
Submix Effect Chain
// Add reverb to a submix at runtime USoundSubmix* ReverbSubmix = LoadObject<USoundSubmix>(nullptr, TEXT("/Game/Audio/Submixes/ReverbSubmix")); USubmixEffectReverbPreset* Preset = NewObject<USubmixEffectReverbPreset>(); Preset->Settings.Density = 0.85f; Preset->Settings.Diffusion = 0.8f; Preset->Settings.DecayTime = 2.5f; ReverbSubmix->SubmixEffectChain.Add(Preset);
Sound classes define volume/pitch hierarchy parallel to submixes. Assign via
USoundBase::SoundClassObject.
// Sound Mix modifiers — layer temporary volume/pitch adjustments by sound class: UGameplayStatics::SetBaseSoundMix(this, DefaultMix); // set the base mix (usually once) UGameplayStatics::PushSoundMixModifier(this, CombatMix); // push a modifier (stacks) // ... later, when leaving combat: UGameplayStatics::PopSoundMixModifier(this, CombatMix); // remove the modifier layer // ClearSoundMixModifiers removes all pushed modifiers at once UGameplayStatics::ClearSoundMixModifiers(this);
USoundMix assets define per-USoundClass volume and pitch adjustments. Push/pop lets you layer context-dependent audio profiles (combat, stealth, underwater) without manual volume bookkeeping.
MetaSounds
UMetaSoundSource derives from USoundBase — plays anywhere a USoundBase is accepted.
// UAudioComponent implements ISoundParameterControllerInterface: MetaComp->SetFloatParameter(FName("Pitch"), 1.5f); MetaComp->SetBoolParameter(FName("IsUnderwater"), true); MetaComp->SetIntParameter(FName("SurfaceType"), 2); MetaComp->SetTriggerParameter(FName("OnImpact")); // impulse trigger input MetaComp->ResetParameters();
| Criterion | SoundCue | MetaSound |
|---|---|---|
| Runtime parameters | Limited (wave params) | Typed inputs, full parameter system |
| Procedural audio | No | Yes (oscillators, noise, DSP filters) |
| Reactive to gameplay | Via parameter nodes | Native — bind any float/bool/trigger |
| Use when | Randomized pre-authored sounds | Adaptive music, procedural SFX, state-driven audio |
Submix Spectrum Analysis and Envelope Following (SoundSubmix.h)
// Envelope following: SFXSubmix->StartEnvelopeFollowing(this); FOnSubmixEnvelopeBP Env; Env.BindDynamic(this, &AMyActor::OnSubmixEnvelope); SFXSubmix->AddEnvelopeFollowerDelegate(this, Env); SFXSubmix->StopEnvelopeFollowing(this); // Callback: void OnSubmixEnvelope(const TArray<float>& Envelope); // Spectrum analysis: SFXSubmix->StartSpectralAnalysis(this, EFFTSize::Medium, EFFTPeakInterpolationMethod::Linear, EFFTWindowType::Hann, 0.0f, EAudioSpectrumType::MagnitudeSpectrum ); TArray<FSoundSubmixSpectralAnalysisBandSettings> Bands; FSoundSubmixSpectralAnalysisBandSettings LowBand; LowBand.BandFrequency = 80.f; LowBand.AttackTimeMsec = 10.f; LowBand.ReleaseTimeMsec = 100.f; Bands.Add(LowBand); FOnSubmixSpectralAnalysisBP Spectral; Spectral.BindDynamic(this, &AMyActor::OnSpectralAnalysis); SFXSubmix->AddSpectralAnalysisDelegate( this, Bands, Spectral, 30.f /*UpdateRateHz*/, -40.f /*DecibelFloor*/, true /*Normalize*/, false /*AutoRange*/ ); SFXSubmix->StopSpectralAnalysis(this); // Callback: void OnSpectralAnalysis(const TArray<float>& Magnitudes);
Module Dependencies
// In .Build.cs: PublicDependencyModuleNames.AddRange(new string[] { "Engine", "AudioMixer" }); PublicDependencyModuleNames.Add("MetasoundEngine"); // for MetaSound parameters PublicDependencyModuleNames.Add("MetasoundFrontend");
#include "Components/AudioComponent.h" #include "Kismet/GameplayStatics.h" #include "Sound/SoundBase.h" #include "Sound/SoundCue.h" #include "Sound/SoundWave.h" #include "Sound/SoundAttenuation.h" #include "Sound/SoundConcurrency.h" #include "Sound/SoundSubmix.h"
Audio Analysis
Submix Spectrum and Envelope
See the existing submix analysis section above for real-time analysis via
USoundSubmix.
Non-Real-Time Analysis (NRT)
UAudioAnalyzerNRT is the abstract base class for offline analyzers. ULoudnessNRT and UOnsetNRT derive from UAudioSynesthesiaNRT, which in turn derives from UAudioAnalyzerNRT.
For offline audio analysis (e.g., beat detection for rhythmic gameplay), use the Audio Synesthesia plugin:
// Build.cs: "AudioSynesthesia" #include "AudioSynesthesiaModule.h" // Create an analyzer — LoudnessNRT analyzes an entire sound asset offline ULoudnessNRT* Analyzer = NewObject<ULoudnessNRT>(); ULoudnessNRTSettings* Settings = NewObject<ULoudnessNRTSettings>(); Settings->AnalysisPeriod = 0.01f; // 10ms windows Analyzer->Settings = Settings; Analyzer->Sound = MySoundWave; Analyzer->AnalyzeAudio(); // WITH_EDITOR only; call from editor utility or cook-time code // Query results at specific timestamps float Loudness; Analyzer->GetLoudnessAtTime(1.5f, Loudness); // For beat detection, use OnsetNRT: UOnsetNRT* OnsetAnalyzer = NewObject<UOnsetNRT>(); OnsetAnalyzer->Sound = MySoundWave; OnsetAnalyzer->AnalyzeAudio(); // WITH_EDITOR only TArray<float> OnsetTimestamps; TArray<float> OnsetStrengths; OnsetAnalyzer->GetNormalizedChannelOnsetsBetweenTimes( 0.f, Duration, 0, OnsetTimestamps, OnsetStrengths);
Why NRT: Pre-analyze tracks to generate beat maps, loudness curves, or onset markers. Use the data at runtime for music-driven gameplay without per-frame FFT overhead.
Common Mistakes and Anti-Patterns
Spawning a new AudioComponent every fire event
// WRONG — leaks a component instance per call UAudioComponent* Comp = NewObject<UAudioComponent>(this); Comp->SetSound(FireSound); Comp->Play(); // CORRECT — fire-and-forget for one-shots UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation()); // CORRECT — cache a single component for repeated/looping sounds if (!CachedFireAudio) { CachedFireAudio = UGameplayStatics::SpawnSoundAttached(..., /*bAutoDestroy=*/false); } CachedFireAudio->Play();
Playing 3D sounds without attenuation
// WRONG — full volume at any distance UGameplayStatics::PlaySoundAtLocation(this, FootstepSound, Location); // CORRECT — pass or assign USoundAttenuation with sphere falloff tuned to gameplay scale
Ignoring concurrency on high-frequency sounds
// WRONG — 20 simultaneous explosions with default concurrency UGameplayStatics::PlaySoundAtLocation(this, ExplosionSound, Location); // CORRECT — pass USoundConcurrency: MaxCount=4, ResolutionRule=StopFarthestThenOldest
Playing audio on a dedicated server
// WRONG — FAudioDevice not initialized on server, causes crash/log spam void AWeapon::Fire() { UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation()); } // CORRECT void AWeapon::Fire() { if (GetNetMode() != NM_DedicatedServer) { UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation()); } }
Forgetting to unbind delegates before destruction
// In EndPlay: if (AudioComponent) { AudioComponent->OnAudioFinished.RemoveAll(this); AudioComponent->Stop(); }
Using PlaySound2D for in-world sounds
// WRONG — no attenuation or spatialization UGameplayStatics::PlaySound2D(this, GunShot); // CORRECT UGameplayStatics::PlaySoundAtLocation(this, GunShot, GetActorLocation());
Platform and Edge Case Considerations
- Mobile — 16–32 voice limit. Use aggressive concurrency. Prefer resident loading for SFX. Disable HRTF unless the platform supports it.
- Dedicated servers — Guard all audio calls with
.GetNetMode() != NM_DedicatedServer - Streaming audio — Set
on long music SoundWave assets. Never load minutes of music resident.LoadingBehavior = LoadOnDemand - App focus loss — Set
on music/SFX submixes. For custom handling:bMuteWhenBackgrounded = true
Focus Loss Handling
// In your GameInstance or AudioManager FCoreDelegates::ApplicationWillDeactivateDelegate.AddUObject( this, &UMyAudioManager::OnAppDeactivate); void UMyAudioManager::OnAppDeactivate() { FAudioDeviceHandle Device = GEngine->GetMainAudioDevice(); if (Device.IsValid()) { Device->SetTransientPrimaryVolume(0.f); } }
- VR — Enable
andbSpatialize = true
on all 3D attenuation assets.SpatializationAlgorithm = SPATIALIZATION_HRTF - Audio LOD — Use
to reduce priority of distant sounds before voice-budget culling.bEnablePriorityAttenuation
Related Skills
— UAudioComponent lifetime, attachment, and replication patternsue-actor-component-architecture
— synchronizing audio events with particle system callbacksue-niagara-effects
— delegate binding patterns, UPROPERTY and UFUNCTION macrosue-cpp-foundations