Skip to main content

MetaSounds integration

This works only on UE >= 5.3.

There's a separate version of RuntimeAudioImporter with MetaSounds support included: https://www.fab.com/listings/a1b6f250-9636-4ac3-b153-d5dae95bf26a

Warning! If you have the regular RuntimeAudioImporter plugin installed, please remove it before installing the MetaSound version.

Due to scaling issues that are not resolved in MetaSounds yet, only Imported sound waves are supported, without their derived waves (e.g. Streaming and Capturable sound waves are not supported).

You can use imported sound waves in MetaSounds to play with Wave Player, just like a regular sound wave. However, there are some extra steps to make this support work.


First, you need to enable the MetaSound plugin for your project.

Enable MetaSound plugin


In the MetaSounds editor, create a new Imported Wave input, which should be converted to a Wave Asset type using the ImportedWaveToWaveAsset node.

Imported Wave To Wave Asset node


Afterwards, you can use all the same functionalities that are available for the Wave Asset type, such as playing it using the Wave Player node.

MetaSound playback example


The workflow for importing audio data is the same. However, after your sound wave is ready, you must also call the appropriate function to prepare the sound wave for use by MetaSounds.

Prepare Sound Wave For MetaSounds


You can then set the wave parameter for your MetaSound's audio component and play it back as needed.

Set Wave Parameter node


Finally, your implementation might look like this:

Blueprints:

Import audio for MetaSounds example

MetaSounds:

Play audio in MetaSounds example