STOP EDITING PROJECT SETTINGS.
Standard Unreal Engine audio implementation is a workflow bottleneck. To get basic footsteps, you have to define dozens of Physical Materials, assign them to every Material Instance, and build complex "Switch on Enum" graphs. To handle ambiance, you have to build elaborate Blueprint logic to detect when a player enters a Cave inside a Forest without breaking the mix.
MEET SONANT.
Sonant is a high-performance Gameplay Audio Manager that treats audio as Logic, not just Content. It runs entirely as a native Game Instance Subsystem.
CORE FEATURES:
1. INTELLIGENT SURFACE DETECTION (The "Zero-Config" Engine)
Sonant "reads" your specific context. Instead of relying solely on Physical Materials, Sonant scans the distinct name of the Material Interface (e.g., M_Temple_Stone_Wet) and matches it against a keyword registry you define.
The Workflow: Map the keyword "Stone" to your Stone Sound Pack once. Now, every material in your project with "Stone" in the name works instantly.
The Performance: Surface resolution is cached at runtime. The string search runs only once per material asset. Every subsequent footstep is a generic
O(1) pointer lookup.
2. PRIORITY-BASED ATMOSPHERES (The "Wwise-Lite" Mixer)
Solved: The "Cave inside a Forest" problem.
Sonant replaces standard Sound Mix Modifiers with a Weighted Priority Stack.
Tag your volumes (e.g., Indoor, Underwater, Combat).
Assign a Priority Integer to each tag in the Config.
Sonant automatically calculates the highest-priority active tag and blends the correct Audio Modulation Control Bus instantly. No visual scripting required.
3. NATIVE C++ PERFORMANCE
Your game thread is precious. Sonant adds zero components to your Character. It contains no ticking actors. All logic is event-driven via the C++ Subsystem.
4. METASOUND READY
Fully compatible with UE 5.7+ MetaSounds. Drive procedural footsteps (walk vs. run) by plugging a MetaSoundSource directly into the Sonant registry.