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7.1 Surround Sound Help?

Hello,

I’m trying to create 7.1 surround sound effects, but i the problem is… I have no idea what the hell I’m doing.

  1. I created 8 different Mono . Wav tracks, each file is just an audio recording, announcing their respected placements “Front Left”, “Front Right” Ect.
  2. I then added the extention to each sound wave file as mentioned in the manual. ( FrontL._fl.wav, LFE_le.wav, Ect.)
  3. Audio Files | Unreal Engine Documentation
    1. I then imported all 8 wave files in the Content Browser, Loaded them in a Sound Cue, Placed in a level, annnnd… It was all just regular mono sounds coming through the central speaker.

Obviously the file extensions did nothing for me at this point, so I must have missed some things.

What am I doing wrong?
What do i need to do right?

Is it on the recording side? ( I didn’t use any panning or surround sound VST’s like AnyMix Pro)
Is it on the engine side? ( Am I. missing something with the channels? I saw nothing regarding the actual channels.)

I have no experience with surround sound, and i’m fairly new with the game engine.
Thank you guys! :smiley:

Did you enable Spatialize in the sound cues?

Indeed I did.

I realized i forgot to add the extensions to the mono .wav files.

So now it doesn’t even play. I can’t preview the sounds in the content browser or in the Sound cue now that the extensions have been added.
As you may be able to tell, I’m trying to have it set so I can hear the preview through each individual speaker.

What could be wrong?

I think you want to look closer at the instructions for the Multichannel Import.

Each sound needs to be named <SoundName>_<Channel>.wav so as step 3 says: “Select the files that have the appropriate naming convention that will form your sound asset, such as: “Surround_fl.wav”, “Surround_fr.wav”, “Surround_sl.wav”, “Surround_sr.wav”.”

The chart above the instructions is simply telling you what each extension maps to in terms of channel.

When you import sounds in this way you’ll end up with only a single SoundWave file in the content browser which you can use.

You do not want to enable Spatialize (though it won’t hurt, it is just ignored for any multi-channel sounds).

Now I’m pretty sure this is what you mean, which is what I had attempted to communicate what I had done earlier.

Each file has been named with it’s respected channel.

Though nothing is happening. No new files have been created. There is a soundcue labeled Surround, but I created it.
As you can tell in the screenshot, the folder is empty. So I checked the parent folders as well to make sure the engine wasn’t scripted to create the sound file in a parent directory.

I’m stumped.

So instead of having BackL_bl, BackR_br and so on, what you need to do is have a common name for each one, each with a separate suffix.So instead of having BackL_bl, BackR_br and so on, what you need to do is have a common name for each one, each with a separate suffix.

So Surround_bl, Surround_br, etc. When you import those files in it will create a SoundWave named Surround.o Surround_bl, Surround_br, etc. When you import those files in it will create a SoundWave named Surround.

Ahhh, having a common name between the files is what i was missing! thank you for clarifying sir…

Now is this all the surround sound that is implemented at the time? I can’t go around and manually create ambient effects individually?

I appreciate the quick replies… I must say… UE4 has the best replies from moderators I’ve ever seen within a company.