Proximal One is a modular, proximity- and trigger-based audio framework for Unreal Engine, built entirely with Blueprints and MetaSounds. It streamlines the creation of interactive, musically-synced, and spatially-aware audio — perfect for games, immersive experiences, and experimental audio design.
Whether you're composing layered music, designing reactive ambiences, or building dynamic soundscapes tied to gameplay, Proximal One gives you a flexible, scalable foundation with real-time control and fast iteration.
Proximity-Triggered Audio Sync audio playback to player movement with musically accurate timing using Unreal’s Quartz clock system.
Modular Blueprint-Based System Drop in a Clock Blueprint and as many Audio Instances as you need—everything is extensible and easy to integrate.
Quartz Clock Timing Select from 5 built in Quartz clocks or use an existing clock in your project for easy integration with existing setups.
Built-In Visualizers See gain zones, proximity curves, and filter ranges live in-editor or at runtime with the abilty to shape the location and direction of proximity variables on each axis.
Scale-Aware Pitch Control Randomized or set pitch values that stay in key, with support for multiple musical scales.
Wave Player Remixer Re-sequence audio with seed-based variations for rhythmic and melodic rearrangement.
Custom MetaSounds Support Integrate your own existing MetaSounds, or use the included patch templates to create your own making use of all of Proximal’s features.
Real-Time LFO & Modulation Modulate gain, pitch, filters and a custom metasound variable using synced or free-running LFOs with randomization, musical pitch scales and AD envelope shaping useful for creating procedural melodies and adding detail and movement to audio.
Live Edit Mode Hear your changes instantly while playing in-editor, and save adjustments on the fly.
Flexible Trigger System Start and stop audio based on player entry/exit of collision box, object collisions, or other instance events—with optional musical quantization.
Spatialization & Mixing Tools Customizable spatialization. Built-in delay, per-instance limiter and compression, reverb sends, and final mix control via submix routing.
Lightweight & Optimized Dynamically selects from optimized MetaSounds based on your settings—only what you need, when you need it.
High Quality Demo Sounds
Includes 167 audio samples for different styles of music e.g. ambient, suspense, arpeggiators, Bass, Drums, Melody, One shot synth samples and sound FX.
🔧 Technical Details:
Engine Versions: UE 5.4, 5.5, 5.6
100% Blueprint & MetaSound
No C++ required
Fully commented and modular
Includes demo audio files with loop data embedded in filenames
Works with existing Quartz setups and supports real-time tempo updates
🚀 Use Cases:
Interactive music systems
Dynamic ambience design
Spatialized audio zones
Audio-reactive environments
Procedural & generative soundscapes
Rapid prototyping for game audio
Take full control of your audio without the overhead of node-heavy MetaSound graphs. Proximal One gives you powerful tools, visual clarity, and lightning-fast iteration — right out of the box.
Disclaimer - This product supports MetaSounds for Unreal Engine 5.0+
It’s also had a few updates since the original posting here.
Key Features:
Proximity-Triggered Audio
Sync audio playback to player movement with musically accurate timing using Unreal’s Quartz clock system.
Modular Blueprint-Based System
Drop in a Clock Blueprint and as many Audio Instances as you need—everything is extensible and easy to integrate.
Quartz Clock Timing
Select from 5 built in Quartz clocks or use an existing clock in your project for easy integration with existing setups.
Built-In Visualizers
See gain zones, proximity curves, and filter ranges live in-editor or at runtime with the abilty to shape the location and direction of proximity variables on each axis.
Scale-Aware Pitch Control
Randomized or set pitch values that stay in key, with support for multiple musical scales.
Wave Player Remixer
Re-sequence audio with seed-based variations for rhythmic and melodic rearrangement.
Custom MetaSounds Support
Integrate your own existing MetaSounds, or use the included patch templates to create your own making use of all of Proximal’s features.
Real-Time LFO & Modulation
Modulate gain, pitch, filters and a custom metasound variable using synced or free-running LFOs with randomization, musical pitch scales and AD envelope shaping useful for creating procedural melodies and adding detail and movement to audio.
Pattern Sequencer
Set different gain values in a musical pattern.
Live Edit Mode
Hear your changes instantly while playing in-editor, and save adjustments on the fly.
Flexible Trigger System
Start and stop audio based on player entry/exit of collision box, object collisions, or other instance events—with optional musical quantization.
Spatialization & Mixing Tools
Customizable spatialization. Built-in delay, per-instance limiter and compression, reverb sends, and final mix control via submix routing.
Selectable ADSR and AD Envelopes
Use Envelopes with a variety of triggers
Lightweight & Optimized
Dynamically selects from optimized MetaSounds based on your settings—only what you need, when you need it.
High Quality Demo Sounds
Includes 199 audio samples for different styles of music e.g. ambient, suspense, arpeggiators, Bass, Drums, Melody, One shot synth samples and sound FX.
Event Dispatchers for Triggering Blueprint Logic
Easily trigger other blueprint logic that syncs to the stopping and starting of the Metasounds used by each audio instance with channel numbers.
Send Audio Instance Variables into any Material Shader
Assign your own material parameter collection variables to the gain envelope and proximity variables of any audio instance.
I have a Quick question about Proximal One and VR.
I’m testing Proximal One in Unreal Engine with OpenXR / SteamVR (HTC Vive). Audio output to the headset works fine, and Proximal One triggers correctly in the standard third-person demo.
However, when using a VR player (XR Pawn), Proximal One doesn’t seem to trigger from player movement or proximity. From my testing it looks like the VR player isn’t being recognised as a valid “player” for proximity triggering.
I just wanted to check:
Does Proximal One currently support VR players / XR Pawns?
Is there a recommended setup or simple fix I might be missing?
Or is this a known technical limitation with VR, and if so is there a workaround (eg proxy actor, manual assignment, etc)?
Any clarification would be really helpful before I go further.