Create/Edit MetaSound during runtime?

Hi,

I’m digging into MetaSounds and I’m trying to determine how best to implement my use case. Short version is that I want to be able to effectively construct a MetaSound at runtime so that I can not only drive parameters of a MetaSound procedurally, but the actual body of the MetaSound. As an example, imagine a UX where the player is able to build out a synth sound by adding and removing elements like oscillators, effects, filters, etc. Using this example, my goal would be to have a resulting MetaSound created out of the pieces the player selected.

I’ve been studying videos, livestreams, documentation, and source in my efforts to learn how to use MetaSounds to this effect, but it’s not immediately obvious how best to do this. I assume this is something that would only be possible in c++, but reviewing the files hasn’t helped me much (though admittedly my source code reading skills are a bit rusty.)

A workaround would be possible, though extremely clunky, where I essentially have one monolithic MetaSound with a bunch of branching paths driven by Blueprint. That MetaSound would need to be a huge pile of spaghetti, though, and would quickly become unmaintainable as I attempt to add more functionality to the end user experience.

Is what I’m trying to do an uncommon use case? Is it not easily possible with MetaSounds as they were designed? I get that the MetaSound graph is efficient and simple enough to use, but I’m looking to create a highly modular, player-driven experience.

Please help! Thank you.

1 Like

I think they are working on this right now:
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/88-unreal-engine-5-3-in-progress

Greetings,
Christoph