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Apply Spatialization in Unreal

Updated: Mar 14, 2025

Overview

This section will cover how to use the Meta XR Audio for Unreal Plugin to apply spatialization to your sounds.
By the end of this document, you’ll be able to:
  • Setup your project to use Meta XR Audio as the Spatializer Plugin.
  • Setup an Audio Cue to be spatialized.
  • Adjust the available spatializer parameters for the source.
  • Learn about the specific technical details about every parameter for the spatializer.

Prerequisites

Before you can use the Meta Spatializer for Unreal, make sure to set up the plugin. See the steps in Set Up the Meta Spatializer Plugin for Unreal.

Implementation

The following steps will outline the general process used to create a sound source in Unreal and send it through the Meta XR Audio SDK:
  1. Create a new “Sound Cue” by right clicking in the component browser and clicking Sounds > Sound Cue.
  2. Drag and drop a mono wav file into the component browser and then edit the Sound Cue’s Blueprint to use the wav file. Note that audio files with more than one channel such as stereo will not spatialize correctly.
  3. Create a new “Meta XR Audio Source Settings” by right clicking in the component browser and selecting Sounds > Meta > Meta XR Audio Source Settings.
  4. Create a new “Sound Attenuation” by right clicking in the component browser and selecting Sounds > Sound Attenuation.
  5. Double click the Sound Attenuation asset to open its settings. Attach the Source Settings to the Sound Attenuation object by clicking the plus next to Spatialization Plugin Settings and selecting the Meta XR Audio Source Settings object.
  6. Change the Attenuation (Spatialization)’s Spatialization Method setting to Binaural.
    Selecting binaural as the attenuation's spatialization method.
  7. Go to the Sound Cue’s settings under Attenuation > Attenuation Settings and select the Sound Attenuation object created in step 3.
    Adding Meta specific spatializer settings to an attenuation object.
  8. Make sure the Sound Cue is added to the level or if triggered from a Blueprint, is triggered with a valid location set.
Continue below to learn about the specific details of all the controls available to customize the sound of the spatialization:

Source settings

When you double click your Meta XR Audio Source Settings it should bring up settings options like follows:
The settings available in the Meta XR Audio Source Settings component.
The following table lists and describes settings for the spatializer.
SettingDescription
Enable Acoustics
Set to On to enable reflections calculations. Reflections take up extra CPU, so disabling can be a good way to reduce the overall audio CPU cost. Reflections will only be applied if the Reflection Engine is enabled on the Meta XR Reflections effect. For more information, see Attenuation and Reflections section of the Audio Guide.
Reverb Send dB
Controls a gain applied to the event’s audio prior to rendering it’s late reverberation. The direct sound of the audio is untouched. Values are in dB and more positive values lead to louder sends to the reverb bus which make the object more prevalent in the late field reverberation (which could swamp the direct sound if your not careful).
Gain Boost Level
An additional gain boost applied to the input sound cue. The value is specified in decibels.
Enable Meta Distance Attenuation
If enabled, the plug-in’s internal distance attenuation model will be used. If disabled, you can create a custom attenuation curve using the built-in Unreal Engine distance attenuation system.

Experimental source settings

The following table lists the describes the experimental features for the Meta XR Audio source. These parameters are subject to change or removal in future versions of the SDK.
SettingDescription
Directivity Pattern
If set to 1 or Human Voice, then audio object’s radiation pattern will mimic that of the human voice meaning when the object is facing away from the listener, it is attenuated (and low-pass filtered) and unaltered when directly facing the listener. A setting of 0 or None means the audio object will be rendered as an omnidirectional radiator and its orientation relative to the listener will not affect how the object is rendered at all.
Early Reflections Send dB
Controls a gain applied to the objects audio prior to rendering it’s early reflections. The direct sound of the audio is untouched. Values are in dB and more positive values lead to louder early reflections (which could swamp the direct sound if your not careful).
Volumetric Radius
Specifies the radius to be associated with the sound source, if you want the sound to seem to emanate from a volume of space, rather than from a point source. Sound sources can be given a radius which will make them sound volumetric. This will spread the sound out, so that as the source approaches the listener, and then completely envelops the listener, the sound will be spread out over a volume of space. This is especially useful for larger objects, which will otherwise sound very small when they are close to the listener. For more information, see these blog articles.
HRTF Intensity
When set to zero, the HRTFs used to render high-quality voices are essentially simplified to a stereo pan (with ITD still applied). When set to one, the full HRTF filter is convolved. Any setting other than 1 will reduce the timbral shifts introduced by the HRTF at the expense of poorer localization.
Directivity Intensity
When set to 1, the full directivity pattern will be applied. As the value reduces towards zero, the directivity pattern will be blended with an omnidirectional pattern to reduce the intensity of the effect.
Reverb Reach
This parameter adjusts how much the direct-to-reverberant ratio increases with distance. A value of 0 causes reverb to attenuate with the direct sound (constant direct-to-reverberant ratio). A value of 1 increases reverb level linearly with distance from the source, to counteract direct sound attenuation.
Occlusion Intensity
This parameter adjusts the strength of the occlusion when the source is not directly visible. This parameter only applies when using the Acoustic Ray Tracing feature. A value of 1 means full effect (realistic occlusion), while 0 means no occlusion occurs.
Medium Absorption
When enabled, the audio source will apply frequency specific attenuation over distance as a result of the medium the sound travels through (air for example). Note this control only applies when Acoustic Ray Tracing is active and has no effect for Shoebox Reverb.
Direct Enabled
When disabled, the source will still be sent to the internal reverb send but the direct output of this audio source will be silenced.

Best Practices

  • It is important to recognize that the input of the binaural spatialization process is a mono stream and the output is a stereo stream. It is advised to ensure that you are using these formats for the inputs and outputs or else they may be subject to downmixing or bypassed processing.
  • When using early reflections, be sure to set non-cubical room dimensions. A perfectly cubical room may create reinforcing echoes that can cause sounds to be poorly spatialized. The room size should roughly match the size of the room in the game so the audio reinforces the visuals. The shoebox model works best when simulating rooms. For large spaces and outdoor areas, it should be complimented with a separate reverb.
  • Note that you can apply a single Sound Attenuation object to multiple Sound Cue’s if they all require the same settings.

Next Up

Once you are spatializing sources in your project you can then enhance the sound further by learning how to apply room acoustics.
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