# Ask Epic Anything: Audio | September 13, 2023 at 12:00 PM ET

**URL:** <https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991>\
**Category:** Announcements\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, Ask-Epic, fortnite\
**Created:** [September 7, 2023, 3:18pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991 "2023-09-07T15:18:31Z")\
**Posts on this page:** 20\
**Page:** 3

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**Author:** ![PandaParkes](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pandaparkes/32/924327_2.png) [@PandaParkes](https://forums.unrealengine.com/u/PandaParkes)\
**Post date:** [September 13, 2023, 4:11pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/41 "2023-09-13T16:11:19Z")

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> [@Wertandrew](#):
>
> Is there a way to load audio only when the player is close to an audio device (to reduce player jittering on spatial load - audio can be heavy)?

In an upcoming update, we’ll be exposing the ability to change the loading behaviour of sound assets so that they behave like they do in Unreal Engine. We’ll provide guidelines of when to use each of these behaviours.

We want to provide smarter solutions for loading like the one you’ve described in the future!

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<div class="post-metadata">

**Author:** ![PandaParkes](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pandaparkes/32/924327_2.png) [@PandaParkes](https://forums.unrealengine.com/u/PandaParkes)\
**Post date:** [September 13, 2023, 4:13pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/43 "2023-09-13T16:13:13Z")

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> [@EquinoxFNC](#):
>
> Additionally, is the ability to add Audio Components to Blueprint Classes planned?

We currently don't have any plans to support adding Audio Components to Blueprint Classes. We do however have plans to provide audio functionality outside of the device paradigm.

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<div class="post-metadata">

**Author:** ![GraceYen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graceyen/32/1016959_2.png) [@GraceYen](https://forums.unrealengine.com/u/GraceYen)\
**Post date:** [September 13, 2023, 4:13pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/44 "2023-09-13T16:13:23Z")

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> [@WPG-Hero](#):
>
> Are there plans to be able to import sounds and models into the 1.0 editor?

We currently don’t have any plans to add support to import audio into FN Creative.

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**Author:** ![dave.axe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dave.axe/32/749476_2.png) [@dave.axe](https://forums.unrealengine.com/u/dave.axe)\
**Post date:** [September 13, 2023, 4:15pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/45 "2023-09-13T16:15:23Z")

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> [@DimensionDragon](#):
>
> Can we use Unreal Marketplace audio and music in our UEFN Projects?

For now, the safest path is to use music you have created or that you fully own yourself. That said, we are actively exploring ways to enable more music in the FN ecosystem.

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**Author:** ![GraceYen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graceyen/32/1016959_2.png) [@GraceYen](https://forums.unrealengine.com/u/GraceYen)\
**Post date:** [September 13, 2023, 4:15pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/46 "2023-09-13T16:15:27Z")

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> [@Wertandrew](#):
>
> Is there a way to attenuate, instigate or spatialize audio in a live sequence for multiple players asynchronously?

We recently added support in sequencer for spatialization and attenuation in sequencer audio tracks. Now as sequences play, players should hear audio update as they rotate and change their distance from the audio source.

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<div class="post-metadata">

**Author:** ![PandaParkes](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pandaparkes/32/924327_2.png) [@PandaParkes](https://forums.unrealengine.com/u/PandaParkes)\
**Post date:** [September 13, 2023, 4:15pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/47 "2023-09-13T16:15:36Z")

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> [@Rynex\_FNC](#):
>
> Are there any plans to make the Audio Mixer instigator based so we can add different volume mixes for different players? For example to make a player be able to hear footsteps more clearly?

This will be coming in a future update! You’ll be able to register players to an Audio Mixer and affect the mix just for those players. We’ll provide some guides on how to use this new functionality.

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<div class="post-metadata">

**Author:** ![dave.axe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dave.axe/32/749476_2.png) [@dave.axe](https://forums.unrealengine.com/u/dave.axe)\
**Post date:** [September 13, 2023, 4:16pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/48 "2023-09-13T16:16:08Z")

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> [@DimensionDragon](#):
>
> Are there plans to add a multitude of sounds to the fab marketplace, so we don’t have to look elsewhere and avoid risks?

Appreciate the feedback. UEFN is still in beta, but our vision is to eventually offer cleared music in Fab for Creators to use in their projects. We’ll keep the community updated as we make progress here.

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**Author:** ![audioSlacker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/audioslacker/32/750457_2.png) [@audioSlacker](https://forums.unrealengine.com/u/audioSlacker)\
**Post date:** [September 13, 2023, 4:16pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/49 "2023-09-13T16:16:45Z")

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> [@robc](#):
>
> Fortnite sets the bar fairly high for audio (spatially where actions are occurring, and the variety of audio it uses) - it can be big part of the game.
> 
> I started with some robots on the ground floor of a building with a walking sound. After adding a couple more floors I found they were clearly audible on the third floor - yikes.
> 
> My solution at this point is to have two audio player devices (on each robot) one at full volume, the second at half volume. As a player moves around I register them on the full volume devices for any robots in the **same** room as the player and register them on the half volume devices for any robots in **adjacent** rooms to the player.
> 
> This is working, and it’s effective enough, but kind of tedious - and I’m wondering if I’ll hit a limit on audio player devices / resources.
> 
> Is this a reasonable approach at this time (with current UEFN capabilities)?
> 
> What do you think will be coming in the future (near and/or far) to enhance what we can do in UEFN in this area?
> 
> I’m also considering adding a third audio player device with half volume muffled bassy audio to use for a player in a room **below** a robot.
> 
> Thanks for your time. 🙂

Audio Player devices are relatively fairly cheap and you don’t have to worry about using them as long as they are serving a purpose with audio and fits within your overall budget. In Unreal Engine, we have a feature called Audio Gameplay Volumes that allows users to define regions (or rooms) and define audio behavior based on spaces and make what you are trying to do easier. In the meantime, for your use case, it might work better to use a Mixing Device and a Control Bus for the audio on your different levels. There is an update coming soon that adds Registered Player functionality to the Mixer Device that will allow you to do basically the same thing with your robot audio but with fewer Audio Devices and sound files.

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<div class="post-metadata">

**Author:** ![GraceYen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graceyen/32/1016959_2.png) [@GraceYen](https://forums.unrealengine.com/u/GraceYen)\
**Post date:** [September 13, 2023, 4:17pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/50 "2023-09-13T16:17:57Z")

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> [@GraceYen](#):
>
> We recently added support in sequencer for spatialization and attenuation in sequencer audio tracks. Now as sequences play, players should hear audio update as they rotate and change their distance from the audio source.

The work has been completed on our end and we will be in an upcoming release.

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<div class="post-metadata">

**Author:** ![audioSlacker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/audioslacker/32/750457_2.png) [@audioSlacker](https://forums.unrealengine.com/u/audioSlacker)\
**Post date:** [September 13, 2023, 4:18pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/51 "2023-09-13T16:18:39Z")

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> [@Wertandrew](#):
>
> - Is there a way to have a surface that produces custom footstep sfx?

In UEFN (like in UE) you set the surface material on the Material asset itself. All of the Fortnite props and surfaces made available to users in UEFN already have a surface material set and cannot be changed. If you import your own static meshes and materials, you can set the Phys Material in the Material’s settings under General. By default it is blank but there are 13 different material types you can choose from, such as Dirt, Glass, Metal, and Stone. The FN character’s footsteps will automatically switch to whatever Phys Material you set for that material wherever you use it. This will effect other Fortnite sounds as well, such as bullet impacts and pick axe impacts.

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<div class="post-metadata">

**Author:** ![dave.axe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dave.axe/32/749476_2.png) [@dave.axe](https://forums.unrealengine.com/u/dave.axe)\
**Post date:** [September 13, 2023, 4:18pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/52 "2023-09-13T16:18:46Z")

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> [@TL-COT](#):
>
> Currently, it is very hard to get your custom audio such as music into your projects as you instantly get hit with a rejection when publishing. even if you follow all the rules and guidelines or even make your own music. Is there a plan to make more audio pass through the moderation process?

If your island exclusively uses music you have created or that you fully own, and that music is causing it to get rejected, please surface the issue through player support so we can take a look. And we hear you – we’re currently exploring ways to enable more music in our ecosystem.

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<div class="post-metadata">

**Author:** ![GraceYen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graceyen/32/1016959_2.png) [@GraceYen](https://forums.unrealengine.com/u/GraceYen)\
**Post date:** [September 13, 2023, 4:19pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/53 "2023-09-13T16:19:12Z")

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> [@latundaPC](#):
>
> How can we turn off sounds for Fortnite props?

At the moment, we don’t have a way to turn off sounds on Fortnite props. It’s on our radar, but much lower compared to some of the other features we are prioritizing.

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<div class="post-metadata">

**Author:** ![PandaParkes](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pandaparkes/32/924327_2.png) [@PandaParkes](https://forums.unrealengine.com/u/PandaParkes)\
**Post date:** [September 13, 2023, 4:19pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/54 "2023-09-13T16:19:19Z")

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> [@CLD22](#):
>
> Are there any plans to add an efficient audio mixer to make intensifying music like stems and bass slowly getting louder? (Kind of like how the Fortnite BR bosses and henchmen music work, as the player gets spotted more instruments start playing at the same rate and time and the music intensifies)

We haven’t got anything that we can talk about at the moment but we’ll keep this in mind for the future!

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<div class="post-metadata">

**Author:** ![audioSlacker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/audioslacker/32/750457_2.png) [@audioSlacker](https://forums.unrealengine.com/u/audioSlacker)\
**Post date:** [September 13, 2023, 4:20pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/55 "2023-09-13T16:20:12Z")

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> [@Wertandrew](#):
>
> What’s the best way to layer audio tracks? Like exploration and combat music (think binding of Isaac).

Right now the only way to layer music tracks is by loading up your music stems into a sequencer and controlling the various mixes you want with a set of Control Busses and Mixer Devices. In the example pictured, I have 3 separate music stems, and each stem has its own Control Bus and its own Control Bus Mix to control the volume of the stem. You can then use the event functions to change the mix of the stems based on your gameplay. When setting up your music sequence, make sure to set your Clock Source to Audio which will keep your music stems in sync with each other.

 ![Music Sequencer UEFN](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/2/e/32e3d81adf9c8831d93c0340c8731c46f683100a.png)

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<div class="post-metadata">

**Author:** ![GraceYen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graceyen/32/1016959_2.png) [@GraceYen](https://forums.unrealengine.com/u/GraceYen)\
**Post date:** [September 13, 2023, 4:20pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/56 "2023-09-13T16:20:13Z")

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> [@latundaPC](#):
>
> Any plans to add voice chat device? It would be cool to provide us the ability to apply filters/modifiers for voice chat on the fly, so voice can change based on player role/class.

Thank you for the feature request - it sounds interesting. This isn’t currently on our priority list.

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<div class="post-metadata">

**Author:** ![Flak](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/flak/32/769441_2.png) [@Flak](https://forums.unrealengine.com/u/Flak)\
**Post date:** [September 13, 2023, 4:20pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/57 "2023-09-13T16:20:35Z")

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> [@Ai-Interactive](#):
>
> Where can we listen? I saw no link or info from discord through to here.

I’ll get someone to take a look at your question, but we’re only live in the sense we’re answering questions. 🙂

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<div class="post-metadata">

**Author:** ![audioSlacker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/audioslacker/32/750457_2.png) [@audioSlacker](https://forums.unrealengine.com/u/audioSlacker)\
**Post date:** [September 13, 2023, 4:20pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/58 "2023-09-13T16:20:39Z")

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> [@Wertandrew](#):
>
> Are there plans to expose more audio from Fortnite (like player movement sounds, weapon sounds, etc.)?

At this time, we have no plans to make any of the Fortnite sound effects available to users.

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<div class="post-metadata">

**Author:** ![XenomorphGamerYT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@XenomorphGamerYT](https://forums.unrealengine.com/u/XenomorphGamerYT)\
**Post date:** [September 13, 2023, 4:20pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/59 "2023-09-13T16:20:59Z")

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is there ever going to be chrome in creative? that would make for some real great maps if im being honest 🙂

> **[Chrome Splash](https://fortnite.fandom.com/wiki/Chrome_Splash)**
>
> Chrome Splash was a Consumable in Fortnite: Battle Royale. It was added in Chapter 3: Season 4. Chrome Splashes can be thrown by using the projectile arc to guide it. Once it hits a surface, Chrome will spread across the area within a small radius...

> **[The Herald's Burst Rifle](https://fortnite.fandom.com/wiki/The_Herald's_Burst_Rifle)**
>
> The Herald's Burst Rifle is a Mythic Assault Weapon in Fortnite: Battle Royale. It was introduced in Chapter 3: Season 4. It is a Mythic version of the EvoChrome Burst Rifle. Like the EvoChrome Burst Rifle, the Herald's Burst Rifle is a fully...

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<div class="post-metadata">

**Author:** ![audioSlacker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/audioslacker/32/750457_2.png) [@audioSlacker](https://forums.unrealengine.com/u/audioSlacker)\
**Post date:** [September 13, 2023, 4:21pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/60 "2023-09-13T16:21:27Z")

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> [@FierceDeityYT](#):
>
> now my question is, where does the player get their audio from? is it the player character? the camera? or something else?

The player audio originates from the player.

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<div class="post-metadata">

**Author:** ![GraceYen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graceyen/32/1016959_2.png) [@GraceYen](https://forums.unrealengine.com/u/GraceYen)\
**Post date:** [September 13, 2023, 4:21pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-audio-september-13-2023-at-12-00-pm-et/1286991/61 "2023-09-13T16:21:28Z")

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> [@Bytex](#):
>
> Is there any plans to add custom trigger sounds to the Signal Remote Manager device in UEFN? I dont really like the new sound that got added to the updated Remote Explosives that changed the Signal Remotes and maybe other stuff so i would love to change it to the old one

Currently, creative devices have a mix of audio support ranging from audio effects playing all the time, audio effects that can be disabled, with a few devices that allow for users to select their own audio. For any devices that currently allow users to disable audio, a workaround is to add an Audio Player device that will play the audio you want when the other device is triggered/activated etc. Unfortunately the Signal Remote Manager device currently doesn’t support disabing audio. Longer term, we believe devices should have a unified way to control and customize audio. For the short term, we are prioritizing a handful of devices to allow users to disable audio ( such as the Creature Spawner ).

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