MetaSounds integration
Requirements and Limitations
This integration works only on UE >= 5.3.
There's a separate version of RuntimeAudioImporter with MetaSounds support included: MetaSound RuntimeAudioImporter
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).
Setup Process
1. Enable MetaSound Plugin
First, you need to enable the MetaSound plugin for your project.
2. Configure MetaSound Graph
In the MetaSounds editor, create a new Imported Wave
input, which should be converted to a Wave Asset
type using the ImportedWaveToWaveAsset
node.
After conversion, you can use all the same functionalities that are available for the Wave Asset
type, such as playing it using the Wave Player node.
Implementation Workflow
1. Import and Prepare Audio
The workflow for importing audio data is the same as the standard RuntimeAudioImporter process. However, after your sound wave is ready, you must also call the appropriate function to prepare the sound wave for use by MetaSounds.
2. Set Wave Parameter
You can then set the wave parameter for your MetaSound's audio component and play it back as needed.
Complete Example
Here's a complete implementation example:
Blueprint Implementation
MetaSound Graph
Best Practices
When working with MetaSounds and RuntimeAudioImporter:
- Always prepare the sound wave specifically for MetaSound using the
PrepareSoundWaveForMetaSound
function - Use the
ImportedWaveToWaveAsset
node to convert between types in the MetaSound graph - Remember that only Imported sound waves are currently supported (not Streaming or Capturable)