Focused reference · Unreal Engine 5.8

Spatialization, lifetime, and concurrency

unreal-metasounds/references/spatialization-lifetime-and-concurrency.md

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.Attenuation when graph behavior needs listener distance.
  • Add UE.Spatialization when 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.