# Feature Request – Support for 24-bit / 32-bit In-Game Audio Output 

**URL:** <https://forums.unrealengine.com/t/feature-request-support-for-24-bit-32-bit-in-game-audio-output/2683126>\
**Category:** Feedback & Requests\
**Tags:** UE-5, audio-bugs, unreal-engine, FeatureRequest, question\
**Created:** [December 8, 2025, 3:45pm UTC](https://forums.unrealengine.com/t/feature-request-support-for-24-bit-32-bit-in-game-audio-output/2683126 "2025-12-08T15:45:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![EthanEthan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EthanEthan](https://forums.unrealengine.com/u/EthanEthan)\
**Post date:** [December 8, 2025, 3:45pm UTC](https://forums.unrealengine.com/t/feature-request-support-for-24-bit-32-bit-in-game-audio-output/2683126/1 "2025-12-08T15:45:32Z")

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Dear Unreal Engine Audio Team,

Hello,

I am currently developing a game working on a UE 5.6 project, I would like to submit a feature request regarding the engine’s internal audio precision and runtime output quality.

At the moment, as far as current documentation and observed behavior indicate, imported audio assets (including 24-bit WAV and 32-bit float WAV files) are converted to 16-bit PCM within Unreal’s audio pipeline. This means that, regardless of the original source resolution, the cooked game builds effectively run at 16-bit audio precision.

For many titles this is sufficient, but for projects that place a strong emphasis on audio quality and immersion – such as music-focused games, narrative-driven experiences, or high-end cinematic projects – it would be highly beneficial if Unreal Engine could support a higher-resolution internal and runtime output path.

I would like to ask:

1. Are there any plans in the future to allow the in-game audio pipeline and runtime output to support higher bit depths, such as 24-bit or even 32-bit float?

2. If official support is not feasible in the short term, could you provide some recommended directions or technical guidance, so that we can implement higher bit-depth audio processing and playback ourselves, for example via C++ plugins, a custom Audio Mixer, or a custom audio output device?

Thank you very much for your continuous work on improving the Unreal Engine audio system, and for taking the time to consider this request.
