Binaural Radius and Spatialization Behavior in UE5

Hello everyone,

I’m currently working with Unreal Engine 5 and have integrated Microsoft Spatial into my sound settings, both in the UE5 engine and Windows. My setup includes a player character and a single static actor that has an attached mono audio file playing white noise for testing purposes.

On the audio component, I’ve enabled sound attenuation with the following spatialization settings:

  • Spatialization Method: Binaural
  • Binaural Radius: 0
  • Non-Spatialized Radius Start: 0
  • Non-Spatialized Radius End: 0
  • Non-Spatialization Radius Mode: Omni-Directional
  • 3D Stereo Spread: 1.0

With these settings, I notice the audio binauralizing effectively, which is great. However, I have some specific questions regarding the ‘Binaural Radius’ setting.

For instance, with my mono white noise file that plays for 3 seconds and a ‘Binaural Radius’ of 500, I observe the following behavior:- When inside this radius as the mono source begins, it uses panning, and when outside this radius is uses binaural. Once the source starts playing, it remains in either the binaural or panning state until the audio finishes or restarts.

My question is, why does it work this way? Intuitively, I would expect sounds to binauralize as they get closer and switch to panning as they move further away. Can anyone explain this behavior or provide insights on how to achieve the desired effect?

Thank you in advance for your assistance.