Focused reference · Unreal Engine 5.8
Spatialization, lifetime, and concurrency
MetaSound generates a source; standard Unreal audio systems still own attenuation, spatialization, occlusion, classes, submixes, concurrency, priority, and virtualization.
Spatial contract
- Use attenuation assets/settings for distance curves, shape, spatialization, air absorption, occlusion, and focus according to the game.
- Add
UE.Attenuationwhen graph behavior needs listener distance. - Add
UE.Spatializationwhen graph behavior needs azimuth/elevation. - Test listener motion, split screen if supported, occlusion transitions, and teleport/discontinuity.
Do not synthesize manual left/right panning as a substitute for the engine spatializer when true 3D audio is required.
Lifetime
- Finite Source: terminal trigger ->
On Finished; component auto-destroy/pool policy verified. - Indefinite Source: no one-shot interface; external owner controls release/stop.
- Looping Wave Player: graph/source must still define when the overall sound ends.
- Virtualized source: define whether time advances silently or restarts when audible.
Concurrency
Group semantically interchangeable voices and choose maximum count/resolution rule by information priority. Test bursts, nearby identical sources, quiet-loop accumulation, and modulation interaction. Concurrency voice stealing is a mix/design decision: never allow a low-value decorative sound to steal a critical warning merely because it started later.