# Ue Audio System

> Use this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation, SoundCue, MetaSound, attenuation, submix, concurrency, SFX, or spatial audio in Unreal Engine. See references/audio-setup-patterns.md for music system and ambient soundscape architectures. For VFX audio synchronization, see ue-niagara-effects.

- **Type:** Skill
- **Install:** `agentstack add skill-quodsoler-unreal-engine-skills-ue-audio-system`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [quodsoler](https://agentstack.voostack.com/s/quodsoler)
- **Installs:** 0
- **Category:** [Content & Media](https://agentstack.voostack.com/c/content-and-media)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [quodsoler](https://github.com/quodsoler)
- **Source:** https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-system

## Install

```sh
agentstack add skill-quodsoler-unreal-engine-skills-ue-audio-system
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# UE 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:

1. One-shot SFX, looping ambient, music, UI feedback, or dialogue?
2. Spatialized (follows actor) or global 2D?
3. Concurrency concern (gunshots, footsteps, explosions)?
4. Runtime control needed (fade, pause, parameter changes)?
5. 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

```cpp
#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

```cpp
// 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

```cpp
// In constructor:
AudioComponent = CreateDefaultSubobject(TEXT("AudioComponent"));
AudioComponent->SetupAttachment(RootComponent);
AudioComponent->bAutoActivate = false;
AudioComponent->bStopWhenOwnerDestroyed = true;
```

### Playback Control

```cpp
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)

```cpp
// 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).

```cpp
// 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;      //  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`) or `ConcurrencyOverrides`
(inline `FSoundConcurrencySettings` when `bOverrideConcurrency = true`).

```cpp
// 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 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`.

```cpp
// 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

```cpp
// Add reverb to a submix at runtime
USoundSubmix* ReverbSubmix = LoadObject(nullptr,
    TEXT("/Game/Audio/Submixes/ReverbSubmix"));
USubmixEffectReverbPreset* Preset = NewObject();
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`.

```cpp
// 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.

```cpp
// 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)

```cpp
// Envelope following:
SFXSubmix->StartEnvelopeFollowing(this);
FOnSubmixEnvelopeBP Env;
Env.BindDynamic(this, &AMyActor::OnSubmixEnvelope);
SFXSubmix->AddEnvelopeFollowerDelegate(this, Env);
SFXSubmix->StopEnvelopeFollowing(this);
// Callback: void OnSubmixEnvelope(const TArray& Envelope);

// Spectrum analysis:
SFXSubmix->StartSpectralAnalysis(this,
    EFFTSize::Medium, EFFTPeakInterpolationMethod::Linear,
    EFFTWindowType::Hann, 0.0f, EAudioSpectrumType::MagnitudeSpectrum
);

TArray 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& Magnitudes);
```

---

## Module Dependencies

```csharp
// In .Build.cs:
PublicDependencyModuleNames.AddRange(new string[] { "Engine", "AudioMixer" });
PublicDependencyModuleNames.Add("MetasoundEngine");    // for MetaSound parameters
PublicDependencyModuleNames.Add("MetasoundFrontend");
```

```cpp
#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:

```cpp
// Build.cs: "AudioSynesthesia"
#include "AudioSynesthesiaModule.h"

// Create an analyzer — LoudnessNRT analyzes an entire sound asset offline
ULoudnessNRT* Analyzer = NewObject();
ULoudnessNRTSettings* Settings = NewObject();
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();
OnsetAnalyzer->Sound = MySoundWave;
OnsetAnalyzer->AnalyzeAudio();  // WITH_EDITOR only
TArray OnsetTimestamps;
TArray 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**
```cpp
// WRONG — leaks a component instance per call
UAudioComponent* Comp = NewObject(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 with

…

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [quodsoler](https://github.com/quodsoler)
- **Source:** [quodsoler/unreal-engine-skills](https://github.com/quodsoler/unreal-engine-skills)
- **License:** MIT

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-quodsoler-unreal-engine-skills-ue-audio-system
- Seller: https://agentstack.voostack.com/s/quodsoler
- Browse the marketplace: https://agentstack.voostack.com/browse

---
Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
