Is MetaSound my only choice in UE5 for car engine Acceleration and Deceleration Sound?

When I read Unreal Engine documentation regarding MetaSound, the term ‘audio designer’ is mentioned a lot. I’ve looked at a few MetaSound Source diagrams for car engine sound and they all have (multiple)dozens of Nodes. I can’t wrap my head around it. Is there a way to use Sound Cues in UE5 to achieve a decent acceleration and deceleration effect based on RPM or Speed?

It may take a bit more to make it sound more realistic, but the basic effect should be achievable with a single node.

Once you have your car engine sound looping, you’ll just need to have a variable (probably RPM, not speed) that will adjust the pitch of the sound (continuous modulator).

Thank You. I can’t seem to get the continuous modulator to have any effect on engine sound for the UE5 Sports Car. I tried RPM and Speed. The only method that worked is in the pic below. It only works with Speed, not RPM (and nothing in reverse yet).

One final word on this. I kept digging into MetaSounds and I get it. You can keep things very simple as you learn, and there are enough subtle similarities to Sound Cue to ease the learning curve. You can even drag and drop it into blueprints which I did not expect. Sound Cue is Legacy and will be gone soon (maybe 5.1.1 already did away with it, I don’t know). I’ll learn MetaSound or I will embrace the silence, we’ll see.

Hi. johnnyvav. Use cast to ChaosWheeledVehicleMovingComponent and get Engine Rotation Speed - this is RPM.