Advice - FMOD to UEAudio

Our team is moving from FMOD to UEAudio – Best practices on replicating what middleware can do regards mixing?

Litergy of questions in coming;

– Fortnite Audio –Do you have a custom mixing tool built from UE BP Widgets? If not, do you use Midi to controlled faders on a mixing console used locally to save out mixing profiles? Or some third part plugin? (have seen Audiolink maybe able to do this??)

  • How do you go about monitoring/mixing you’re audio outputs? The Audio insights currently UE 5.5 doesn’t support profile captures (so one can scrubb back in the timeline of the audio capture(to find what’s going on) so are you always mixing in theoretical chunks? - knowing ahead of PIE what relations and connections are running for what sound? The debug tool is there but can lead you to be focusing on one particular element at one time. Complex scenarios can then become cumbersome and so i’d imagine Fortnite has a fast approach to this?

  • Playing sounds and getting a rough mix in for us has been nice and quick but I suppose a solution for answering what/where/when and how the audio mix is playing for each frame of the game is built by the UE Audio team? (are you using the Audio synesthesia to make something for that proccess?)

These are roughly different perspectives on the same question. Any help is vastly appreciated.

Thank you for your time!