Focused reference · Unreal Engine 5.8
System selector
| Need | Prefer | Verify |
|---|---|---|
| Playable generated/processed source | MetaSound Source | output format, lifetime, concurrency |
| Reused DSP/control subgraph | MetaSound Patch | documented pins and propagation risk |
| Variants of one graph | MetaSound Preset | inherited defaults, constructor pins |
| Simple fixed sample | Sound Wave/simple playback | no procedural complexity required |
| Category/world mix state | Audio Modulation + Control Buses | routing, activation, unit conversion |
| Beat/bar scheduling | Quartz | clock ownership, latency, quantization |
| Dynamic graph construction | Builder API | lifecycle, handles, asset/runtime boundary |
Decision questions:
- Does the sound need runtime variation or parameter response?
- Is change per play, during playback, per category, or global?
- Must events be sample-accurate or merely frame-aligned?
- Is the source finite, looping, sustained, or procedurally terminated?
- 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.