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Updated 21 June 2025, v2.1.0 for UE 5.4, 5.5, and 5.6. This update added a new electronic piano model and other improvements for our piano synthesizer node. For details please view the changelog.
*Notice: Traditionally, with the release of UE 5.6, we would continue to fully support both UE 5.5 and 5.6 in future updates. However, UE 5.6 fixed some hidden bugs in older MetaSounds versions. While this is a good thing, it also broke some graphs built on those versions under certain circumstances. So starting from the next update, we will only support UE 5.6.
This plugin offers a completely procedural approach to sound design in Unreal by adding new native synthesizer nodes to MetaSounds graphs. Its three main features are:
SFX Synthesizers: These synthesizers follow a physical-based approach to create sound from scratch. To help you get started, they are used to create over 270 SFX graphs for car engines, footsteps, gunshots, whooshes, liquid, and melee impacts. Each graph allows direct control over gain, pitch, play speed, duration, materials (wood, glass, stone, metal, plastic), event sequence, etc. So you can easily modify their parameters to create countless variations without losing quality. And thanks to MetaSounds modular features, you can also use them as building blocks for your unique SFX.
Virtual Instruments: Our piano synthesizer offers exceptional command over the piano's sound, delivering a more genuine and dynamic playing experience than sampled-based techniques. Our piano model is meticulously crafted and calibrated to replicate the original piano sound, including hammer noise and subtle effects such as sympathetic resonance.
Dynamic Spatialization: Our spatialization techniques, which consist of reverb, air absorption, and distance attenuation, can make your SFX come alive in your game world. Our system automatically adapts to your game levels by scanning the scene and modifying reverb nodes through MetaSounds interfaces. Furthermore, our HRTF synthesizer can convert mono audio into immersive 3D spatial audio for headphones in real-time. To learn more, please watch this video.
With our step-by-step tutorials and detailed document, we make sure all the features of the plugin are carefully explained and up-to-date.
Why synthesize SFX instead of playing wave files? Though synthesizing requires a bit more CPU cost than decoding an audio file, there are several key benefits:
Much lower memory cost: both storage and runtime memory costs are dramatically reduced compared to using pure wave files. On large projects, the differences in storage size can go up to gigabytes.
More variations, customization, and reusability: you can easily change the speed, pitch, weight, and material (wood, metal, glass, etc.) of your SFX anytime with little to no additional computation cost at extremely high quality.
More controllable: Spending time to record or find stock SFX that fits your current application is no simple task. Some sounds are too long, too many pieces, or not in the right pitches. With this plugin, you can separate each SFX into individual layers and adjust their parameters to create the effect you need. Syncing your SFX to VFX has become much simpler.
Finally, all sound effects you create using this plugin and its built-in models are entirely yours. You can export the output of our graphs as WAV files using the Wave Writer node, allowing you to use them in other programs or sell them on marketplaces—completely worry-free, with no legal concerns.