UE5 MetaSounds node graph editor
The MetaSounds Editor — a node-based DSP graph driving a procedural footstep sound with surface-type switching and randomized pitch.

Audio Asset Types

AssetDescription
Sound WaveRaw imported audio file (WAV/OGG). The base asset — holds PCM data.
Sound CueLegacy node graph for mixing, randomizing, and looping Sound Waves.
MetaSound SourceUE5's next-gen audio graph — full DSP control, procedural generation.
Sound AttenuationAsset defining how volume, pitch, and spatialization fall off with distance.
Sound ClassHierarchical group for volume mixing (Master, Music, SFX, Voice).
Sound MixEQ and volume modifiers applied to Sound Classes (e.g., muffled underwater).

MetaSounds

MetaSounds is the modern audio rendering system introduced in UE5. Like the Material Editor for shaders, MetaSounds is a DSP graph where each node represents a signal processor: oscillators, filters, envelopes, random streams, and trigger events.

Key MetaSound node categories:

  • Wave Player — plays a Sound Wave asset at variable pitch and rate.
  • Random Get — selects randomly from a set of Wave Players on each trigger.
  • ADSR Envelope — shapes amplitude over attack / decay / sustain / release.
  • Biquad Filter — low-pass, high-pass, band-pass filtering.
  • Trigger On Threshold — fires an event when an input value crosses a threshold.
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MetaSounds vs Sound Cues

Prefer MetaSounds for all new projects. Sound Cues are deprecated in UE5 but remain supported for backwards compatibility. MetaSounds compile to efficient native DSP code and support real-time parameter modulation.

3D Attenuation & Spatialization

Assign a Sound Attenuation asset to make a sound behave in 3D space. Key settings:

  • Inner Radius — full volume within this distance.
  • Attenuation Distance — falloff shape from Inner Radius to max distance.
  • Falloff Function — Linear, Logarithmic, Inverse, Natural Sound.
  • Spatialization — HRTF binaural panning for headphones; speaker-based panning for surround.
  • Occlusion — low-pass filter applied when geometry blocks line-of-sight to source.
  • Reverb Send — how much signal feeds into the Audio Volume reverb effect.
UE5 Sound Attenuation asset settings panel
Sound Attenuation settings — Inner Radius 300, Falloff Distance 3000, Logarithmic curve, HRTF spatialization enabled.

Playing Sounds

Three common ways to trigger audio in Blueprint or C++:

  • Play Sound at Location — fire-and-forget, no actor, best for one-shots.
  • Spawn Sound Attached — attaches to a Component; moves with the actor.
  • UAudioComponent — persistent component with Play/Stop/Pause and parameter control.