Focused reference · Unreal Engine 5.8

System selector

unreal-metasounds/references/system-selector.md
NeedPreferVerify
Playable generated/processed sourceMetaSound Sourceoutput format, lifetime, concurrency
Reused DSP/control subgraphMetaSound Patchdocumented pins and propagation risk
Variants of one graphMetaSound Presetinherited defaults, constructor pins
Simple fixed sampleSound Wave/simple playbackno procedural complexity required
Category/world mix stateAudio Modulation + Control Busesrouting, activation, unit conversion
Beat/bar schedulingQuartzclock ownership, latency, quantization
Dynamic graph constructionBuilder APIlifecycle, handles, asset/runtime boundary

Decision questions:

  1. Does the sound need runtime variation or parameter response?
  2. Is change per play, during playback, per category, or global?
  3. Must events be sample-accurate or merely frame-aligned?
  4. Is the source finite, looping, sustained, or procedurally terminated?
  5. How many voices can coexist and which may be stolen/virtualized?

Use the simplest layer that owns the requirement. MetaSound handles per-source generation; Audio Modulation handles shared mix control; gameplay provides semantic events/state.