Cant render out sound from UE5 using render queue OR movie scene capture reliably

If I try to render a .wav using the render queue

Audio sources will only be included in the outputted .wav if there is NO spatialization activated on their attenuation settings (regardless of where that attenuation is added at: sound, cue or map level). You can have all other forms of attenuation on but for some reason spatialization means sounds wont render.

If I try to render using the movie scene capture

The audio and visuals start rendering at the same time but the audio is done it real-time while the video is done as fast as it can render each frame. Problem is the audio is responding to changes happening in the video render so if my camera turns to the right in the visual render then all spatialized sounds shift to the left at that point in time, even though its completely out of sync with when that should happen in the scene

I don’t mind which one I use but just need a reliable way of doing this, I’m aware I could just use an internal routing software on my computer and record the output of unreal while playing it back in the sequencer window but I cant believe we are at UE5 and people would still have to do that.

Any help greatly welcomed.

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Hi, I just wondered if you had any luck in rendering out audio to a .wav file with attenuation settings applied?

I’m having the same issue and so far haven’t come across an answer.

The only audio file to get exported in the end is 1 clip for background music that’s triggered though a play 2D sound in the level blueprint.

Ended up speaking to a UE dev directly and you literally have to record the output via an internal routing system like ‘voice meter’ through to a DAW like ‘Reaper’ and then syncing the footage and audio up separately, very old school. Ridiculous I know. I wrote a little blueprint that created a ‘virtual clapperboard’ so there were sounds and colours flashing in sync at the start of my footage so I could easy match the frames with the waveform peaks.

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wow Sir Picklesworth. Would you be able to grant access to a copy of said blueprint? I am going through the same pain now! Cheers :slight_smile:

Is there still no way to render specialized sound from MRQ as of 5.1.1?

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iam having the same issue, can’t export spatial audio from render queue.

If I attach the audio track to an actor, the .wav file is blank.

Does anyone have this working ?

i’ve been stuck with the same issue here, i’ve found out that you cannot use Spatialization nor Distance, but it works with Occlusion, Reverb, Focus and Air Attenuators, i’ve menaged to set the volume curve directly in the Sequencer, and that works!
Also had some issues with rendering with MovieRenderQueue with AA settings overwritten for Spatial and Temporal more than 1 each, if so the audio is slowed or bad mixed in the MP4 format. hope it helps.

Is there any better built in solution for this in ue 5.4 in 2024?

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I’m hoping so :slight_smile:

Still don’t have a solution to this problem? :frowning:

Encountering what I believe to be the same issue on 5.4.4. I’m baffled that this has been a problem for so long now with no real solution. Spatialized sounds just simply do not render. I can hear them while rendering, but nothing spatialized renders out in the wav like others have reported.

Oh yes, this issue has been around for a long time, and I don’t understand why they couldn’t introduce an update to fix it so the sound renders properly… It’s very disappointing. The last time I needed sound with fading, I used OBS and simulation mode…

Same issue happening with 5.6.1

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I found a way to make this work! I was able to render a sequence in Movie Queue, have sound spatialization work and the audio is embedded into the rendered video file. I also figured out how to make it work not just with PIE but with cinematic cameras for your fancy shots!

  1. This works by triggering sounds with SoundScape, available as an add-on through plug-ins. I think the developer who made the plugin is with UE- many thank you to them for an awesome product!! If you don’t already have SoundScape setup, there is a great beginner’s guide here- don’t download the snowy village if you dont wish, skip that and just add to your own project. https://www.youtube.com/watch?v=O5Cs963seXI though, the snowy villaige is kind of cool too..

  2. Test to make sure your soundscape is triggering the events in PIE normally just like in the tutorial.

Now setup your sequence recording:

For PIE recordings:

  1. Add your SoundScape BP as a source, such as SoundscapeVolumeControl or whatever you called it, add your player as another.
  2. Record your scene
  3. In the Takes Browser, double the one you just recorded to open it in the scene sequencer.
  4. Unlock the tracks to edit
  5. Double-click the SoundScape track
  6. Within the SoundScape track uncheck “Spawn” ** <<THIS IS IMPORTANT. If you don’t select this, the sounds will just spawn upon rendering and not wait to be triggered, then everyone goes home hungry.
  7. Add to your movie render queue and for settings ensure you have wav disabled (unless you want that), and be sure to check “Include Audio”. Enable other things too if you’re bored.

That’s it, now when you render the sequence, if your character or camera enters the SoundScape box, sphere, irregular Heptagon or whatever trigger you’ve configured in the BP, the sound will be included in the video! WOOHOO!

For Cinematic recordings

Cameras don’t trigger collisions.. they’re totally ignored and never invited to parties. It looks like you should be able to modify the SoundScape BP to trigger on any actor, but I am not savvy enough (yet I hope!) and gave up on trying to get that to work after a day of swearing and scaring the cats.. so, there’s an eviiiiil workaround:

  1. Create a new Player BP, call it something exciting. Mine was MrBananaMuffins.
  2. Under root define a box, compile then add to your level
  3. Set the BP over the cine camera you’re going to record from in the sequence so that they overlap and are about the same size.. or maybe larger or smaller, depending on your mood.
  4. Right click the BP box and Attach it to the camera you want to use in your recording. This BP will trigger collisions and is attached to the camera, so where the camera goes, your box goes and triggers soundscape. If you have lots of cameras, might as well attach one to all your cameras! Now our cameras are starting to feel loved.
  5. Be sure to add the BP you’ve attached to your camera as a source within the scene recorder, or it will not record the audio. It’s snobby.
  6. After recording, just be sure to uncheck the “spawn” option within the soundscape audio track before you render or again the sounds will get overly excited and start screaming the moment frame 1 renders. That wakes up everyone, bad times… noodle salad.

I hope this helps other people who may be after the same thing and hopefulllllly one day soon UE will just make this a built-feature.

Cheers!