Get Started with Resonance Audio for Unreal

This guide shows you how to set up your development environment and create a spatialized sound effect with the Resonance Audio plugin for Unreal.

Prerequisites

You'll need headphones to experience the spatial audio effects in this guide.

Download and build the Unreal Engine with Resonance Audio plugin from source

  1. Gain access to Epic's GitHub repository.
  2. Download or clone the 4.18-resonance-audio branch on the repository.
    Note that this page displays a 404 error if you have not yet gained access to Epic's GitHub repository.

  3. Follow Epic's instructions on Building Unreal Engine from Source.

Create a new UE4 project with the Resonance Audio plugin

  1. Open the UE4Editor and create a new Blueprint/C++ project.

  2. Select First Person. Leave all other default settings in place.

  3. The Resonance Audio plugin should be enabled by default. To check its status, go to Edit > Plugins and type "Resonance Audio".

    Make sure that the Resonance Audio box is checked.

Set up plugins for selected platforms

In Unreal, you can select plugin components to use for the following platforms:

  • Android
  • iOS
  • Linux
  • Mac
  • Windows

Set up the required plugins

Currently, both the Spatialization and Reverb plugins are required for Resonance Audio.

To set them up:

  1. Open Settings and select Project Settings....

  2. Scroll down to Platforms and select a supported platform.

  3. In the Audio section for both Spatialization Plugin and Reverb Plugin, select Resonance Audio from the drop-down list.

  4. (Optional) Repeat the above steps for other platforms.

Review and configure plugin rendering quality settings

  1. Open Settings and select Project Settings....

  2. Scroll down to Plugins > Resonance Audio.

  3. Open the General settings tab and find the Quality Mode drop-down.

  4. By default, Binaural High Quality is the selected mode. Select a different mode if needed.

See Spatialize sounds with the Resonance Audio plugin for more details.

Create a new object with an Audio Component

  1. Open the Content Browser and select Content > StarterContent > Blueprints.

  2. Locate the Blueprint_Effect_Fire blueprint.

  3. Drag and drop the blueprint into your level.

Preview the sound effect

  1. Click Play to preview the game.

    You should see something like this and hear a fire sound effect.

    The sound effect is rendered using standard UE4 stereo panning. In the next section, we'll add HRTF spatialization to the sound effect.

Spatialize sounds with the Resonance Audio plugin

Update the spatialization method settings

  1. Select the Blueprint_Effect_Fire object and open the Details panel.

    Note that Blueprint_Effect_Fire has two components:

    • P_Fire (Particle System Component)
    • Fire Audio (Audio Component).
  2. Select Fire Audio and navigate to Attenuation.

  3. Select Override Attenuation.

  4. Scroll down to Attenuation Spatialization. Make sure that Enable Spatialization is selected.

  5. In the Spatialization Method drop-down list, change SPATIALIZATION Default to SPATIALIZATION HRTF.

Create new spatialization plugin settings

  1. Open the drop-down menu next to Spatialization Plugin Settings.

  2. Under Create New Asset, select Resonance Audio Spatialization Settings.

  3. Provide a name for the new settings. For example, FireSoundSpatializationSettings.

  4. You should now see a new icon in the Content section.

  5. Double-click the new icon to open FireSoundSpatializationSettings.

    This menu lets you configure spatialization settings for sound sources. You can also control certain parameters in real time. For purposes of this tutorial, you can use the default settings.

Play the sound effect with Resonance Audio spatialization

  1. Make sure to wear headphones to experience the spatialized audio.

  2. Go back to the main editor. Click Play to hear the sound effect with Resonance Audio spatialization.

Next steps

See the Resonance Audio plugin for Unreal Developer Guide to learn about advanced configurations for:

  • Spatialization parameters
  • Room effects