# Metasounds are capped at volume level 1.0

**URL:** <https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294>\
**Category:** Issues and Bug Reporting\
**Tags:** id, slug, fixed, name\
**Created:** [January 31, 2026, 9:36pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294 "2026-01-31T21:36:13Z")\
**Posts on this page:** 13\
**Page:** 1

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**Author:** ![TrickTyger](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tricktyger/32/1141107_2.png) [@TrickTyger](https://forums.unrealengine.com/u/TrickTyger)\
**Post date:** [January 31, 2026, 9:36pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/1 "2026-01-31T21:36:13Z")

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### Summary

Metasounds cannot be played louder than volume 1.0. Audio player devices can be played up to 4.0 and sound cues can be modulated (I believe without limit but up to 10.0 I’ve tried and seems to work) but the new system of metasounds is severely limited because of this clamp.

I understand it was included as a safety feature to stop us making audio too loud but I can just reimport the amplified sound or use an audio player device/sound cue to achieve the same volume.

Please can we rethink this limitation as it’s just making things more awkward for no reason?

### Please select what you are reporting on:

Unreal Editor for Fortnite

### What Type of Bug are you experiencing?

Audio

### Steps to Reproduce

Place a sound component on an entity and change the volume either in the VolumeBase part of the sound component or in code.

### Expected Result

Volume changes based on that float

### Observed Result

Volume stays the same

### Platform(s)

All

### Video

> <https://x.com/TrickTyger/status/2017712272127271208?s=20>

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<div class="post-metadata">

**Author:** ![TrickTyger](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tricktyger/32/1141107_2.png) [@TrickTyger](https://forums.unrealengine.com/u/TrickTyger)\
**Post date:** [January 31, 2026, 10:09pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/3 "2026-01-31T22:09:06Z")

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I understand this has been said to be working as intended to clamp the audio output but because none of the metasounds functions are exposed we can’t amplify the sounds at all (an easy fix would be to let us access modulate in metasounds) or use sound cues in them

It’s making us not want to use sound\_components because they’re so restricted compared to the other methods of playing audio

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**Author:** ![Flak](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/flak/32/769441_2.png) [@Flak](https://forums.unrealengine.com/u/Flak)\
**Post date:** [February 11, 2026, 9:22pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/5 "2026-02-11T21:22:30Z")

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Hi @TrickTyger - Yes, this sound is capped because it’s very easy to accidentally hurt people’s ears. In the long run, the team will be looking for a better solution for volume and mixing.

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<div class="post-metadata">

**Author:** ![TrickTyger](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tricktyger/32/1141107_2.png) [@TrickTyger](https://forums.unrealengine.com/u/TrickTyger)\
**Post date:** [February 11, 2026, 9:26pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/6 "2026-02-11T21:26:57Z")

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But the audio player device and sound cues do not have the same limitations. Its not an audio cap because it depends on the volume of the source file. We would just like parity between old devices and the new Scenegraph component or no one will use the new one as it is far more restricted

Clamping the audio to a max decibel level would be totally fine but if I import a sound effect that has a quiet source file then I cant amplify it with metasounds unlike cues and audio player so I have to amplify it externally and reimport it.

A quiet sound effect is clamped at 1.0 which would still be much quieter than a loud source sound effect at 0.5.

Does that make sense?

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**Author:** ![TomJank](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tomjank/32/887940_2.png) [@TomJank](https://forums.unrealengine.com/u/TomJank)\
**Post date:** [February 11, 2026, 9:42pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/7 "2026-02-11T21:42:24Z")

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Nor is the cinematic sequencer clamped or the sound component in the blueprints, etc

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<div class="post-metadata">

**Author:** ![Flak](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/flak/32/769441_2.png) [@Flak](https://forums.unrealengine.com/u/Flak)\
**Post date:** [February 11, 2026, 9:43pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/8 "2026-02-11T21:43:41Z")

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I’ll pass that along to the devs.

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<div class="post-metadata">

**Author:** ![AtAshTag](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/atashtag/32/997253_2.png) [@AtAshTag](https://forums.unrealengine.com/u/AtAshTag)\
**Post date:** [February 11, 2026, 9:51pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/9 "2026-02-11T21:51:38Z")

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Just wanna add too that i tried with a normal wav i imported and i couldnt increase the audio either so idk if its all audio and not just the meta sound option you mention ?

I too went back to audio player and teleporting it to the location and play at device location.

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<div class="post-metadata">

**Author:** ![TrickTyger](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tricktyger/32/1141107_2.png) [@TrickTyger](https://forums.unrealengine.com/u/TrickTyger)\
**Post date:** [February 22, 2026, 6:40pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/12 "2026-02-22T18:40:16Z")

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@Flak what more info do they need please?

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<div class="post-metadata">

**Author:** ![AtAshTag](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/atashtag/32/997253_2.png) [@AtAshTag](https://forums.unrealengine.com/u/AtAshTag)\
**Post date:** [February 22, 2026, 7:28pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/13 "2026-02-22T19:28:41Z")

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They should just uncap it and let us create games instead of putting things behind epic internal locks. I don’t get the big issue.

I never use this comp at all now total waste of time even creating the thing if they cap it.

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<div class="post-metadata">

**Author:** ![sabrina.strong](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sabrina.strong/32/924248_2.png) [@sabrina.strong](https://forums.unrealengine.com/u/sabrina.strong)\
**Post date:** [February 24, 2026, 9:10pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/14 "2026-02-24T21:10:17Z")

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This was for an internal note. The bug is still open

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<div class="post-metadata">

**Author:** ![Sleepie\_zZ](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sleepie_zz/32/1069532_2.png) [@Sleepie\_zZ](https://forums.unrealengine.com/u/Sleepie_zZ)\
**Post date:** [April 15, 2026, 7:18am UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/15 "2026-04-15T07:18:15Z")

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I’ve started moving to using metasounds from sound cues and the inability to boost volume has been a real problem. It would be great if the metasound could just cap the output (as it is tracking how loud a sound is via the meter), because not being able to properly tune the volume in engine has been a real pain, as I primarily need it to make quiet sounds louder, and balance the volume of various sounds.

Also the volumebase goes in decibels, not a multiplier like the other devices.

> **[Sound Component in Unreal Editor for Fortnite | Fortnite Documentation | Epic...](https://dev.epicgames.com/documentation/fortnite/sound-component-in-unreal-editor-for-fortnite)**
>
> Use the sound component to add sounds to your project in Unreal Editor for Fortnite.

Hopefully this is addressed soon, or a clear limit (i.e. the inability to increase the volume base parameter above 0) is put in place to reduce confusion.

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<div class="post-metadata">

**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [July 30, 2026, 9:36pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/16 "2026-07-30T21:36:48Z")

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This topic was automatically closed after 180 days. New replies are no longer allowed.

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<div class="post-metadata">

**Author:** ![Bug-Reporter](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bug-reporter/32/997076_2.png) [@Bug-Reporter](https://forums.unrealengine.com/u/Bug-Reporter)\
**Post date:** [August 12, 2026, 9:00pm UTC](https://forums.unrealengine.com/t/metasounds-are-capped-at-volume-level-1-0/2696294/17 "2026-08-12T21:00:32Z")

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FORT-1049500 is ‘Closed’ as ‘Fixed’. The issue will be addressed in .
