audio-and-metasounds

Play and control 2D/3D audio in Unreal Engine using SoundWaves, SoundCues, MetaSounds, and Quartz.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill audio-and-metasounds-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: audio-and-metasounds
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/audio-and-metasounds
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill audio-and-metasounds-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Implementing game audio in Unreal Engine involves many interacting systems — sound assets, audio components, attenuation, mixing, and MetaSound parameters — and mistakes like missing attenuation assets or mismatched parameter names fail silently. This Skill provides the correct C++ APIs, asset types, and debugging guidance to get sounds playing, spatialized, and mixed correctly. ## Core Features & Use Cases - Playback from C++: Fire-and-forget one-shots via UGameplayStatics and controllable looping sounds via UAudioComponent, with fades, delegates, and parameter updates. - 3D Spatialization & Mixing: Configure USoundAttenuation falloff, HRTF spatialization, occlusion, sound classes, submixes, and concurrency voice limits. - MetaSounds & Quartz: Drive typed MetaSound inputs at runtime, read generator outputs, build graphs with the Builder API, and schedule beat-quantized playback with Quartz clocks. - Use Case: Attach a looping engine hum to a vehicle actor, spatialize it with distance falloff, duck music under dialogue with a sound mix, and trigger footsteps from Anim Notifies with concurrency limits to prevent voice spam. ## Quick Start Use the audio-and-metasounds skill to play a 3D explosion sound at a hit location with attenuation and then fade out a looping engine audio component.

Frequently Asked Questions about audio-and-metasounds

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I play a 3D sound at a location in Unreal Engine C++?▼

Call UGameplayStatics::PlaySoundAtLocation with the sound asset, world position, and a USoundAttenuation asset for distance falloff. For ongoing control, use SpawnSoundAttached or SpawnSoundAtLocation to get a UAudioComponent you can stop, fade, or parameterize.

What is the difference between SoundCue and MetaSound in Unreal Engine?▼

SoundCue is the legacy node graph for simple randomization over SoundWaves, while MetaSound Source is the modern typed, parameter-driven graph supporting procedural DSP. MetaSounds are preferred for new dynamic audio; SoundCues remain supported for lightweight variation.

Why is my 3D sound playing as flat 2D in Unreal Engine?▼

A sound without a USoundAttenuation asset assigned plays as flat 2D regardless of its world position. Assign AttenuationSettings on the USoundBase asset or pass an attenuation asset to the play call to enable distance falloff and spatialization.

Why do MetaSound parameter changes have no effect at runtime?▼

MetaSound input names are case-sensitive FNames that must exactly match the graph's Input node names; a mismatch fails silently with no log warning. Also check that bDisableParameterUpdatesWhilePlaying is not set on the audio component, which drops parameter calls during playback.

How do I limit simultaneous gunshot sounds in Unreal Engine?▼

Create a USoundConcurrency asset with a MaxCount and a steal rule such as StopLowestPriority or StopFarthestThenOldest, then reference it from the sound assets. This caps simultaneous voices and prevents clipping and voice spam under heavy combat.

How do I play a sound exactly on the beat in Unreal Engine?▼

Use the Quartz subsystem: create a UQuartzClockHandle via UQuartzSubsystem::CreateNewClock, then call UAudioComponent::PlayQuantized with an FQuartzQuantizationBoundary set to Bar or Beat. Quartz ticks independently of frame rate for sample-accurate musical timing.