Origenic VFX - Proximal SFX - Modular Sound Effects for Immersive Audio and Visuals

Proximal SFX is a streamlined version of Proximal One, designed specifically for creating and placing sound effects that can be visually synced.

Sounds are placed directly in the level as individual audio instances, which can be triggered on Begin Play, via a collision box, or through an external blueprint. Stopping audio is equally flexible.

It includes advanced audio tools to shape your sound exactly as you want—two built-in LFOs, envelopes, filters, compression, delay, and reverb—all editable in Play In Editor (P.I.E). Proximity variables can also be applied to filters and gain. 

Interactive 3D visualizers are included to help make placement of audio and sound creation easier.

Audio instances can attach to spawned actors when triggered enabling sounds to be perceived from the same location when paired with Unreal’s Sound Attenuation System.

For more complex setups, you can import your own metasound graphs and trigger them via the system’s trigger framework. 

Finally, Proximal SFX can output user-assignable Material Parameter Collection variables and Event Dispatchers, making it easy to synchronize shaders and blueprint logic with different aspects of your audio.


Feature Overview Video

User Guide

🔑 Key Features:

  • Proximity-Triggered Audio
    Customizable proximity variables for crafting how sounds fade in.

  • Modular Blueprint-Based System
    Drop in as many Audio Instances as you need and easily place them anywhere in the level, everything is extensible and easy to integrate.

  • Built-In 3D Visualizers
    See gain zones, proximity curves, and filter ranges live in-editor or at runtime with the ability to shape the location and direction of proximity variables on each axis.

  • 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 event dispatchers via external blueprint.

  • Attach audio instances to other Blueprint components.

Easily attach an instance to any component of another blueprint so that it matches that component’s transform, even if that component is spawned

  • Spatialization & Mixing Tools
    Customizable spatialization.  Built-in delay, per-instance limiter and compression, reverb sends.

  • Selectable ADSR and AD Envelopes
    Use Envelopes with a variety of triggers

  • Built in Doppler Effect.

Easily apply a doppler effect to an instance, great for fast moving sounds.

  • Lightweight & Optimized
    Dynamically selects from optimized Metasounds based on your settings—only what you need, when you need it.

  • High Quality Demo Sounds

Includes over 100 audio samples and tones for creating a variety of sound effects with the option of adding your own.

  • 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.

  • Event Dispatchers for Triggering and Stopping Audio Instances

Trigger audio instances from external blueprints using channel numbers to target specific instances while remaining quantized.

  • Send Audio Instance Variables into any Material Shader or Blueprint
    Assign your own material parameter collection variables to the gain envelope, LFOs, proximity variables and the Playing status of any audio instance to easily sync shaders and other Blueprint logic.

Choice of Sub mixes
Assign each instance to one of three sub mixes for grouping sounds together, then use Unreal's audio modulation system to control audio levels in your own blueprint for each sub mix group.

🔧 Technical Details:

  • Engine Versions: UE 5.5, 5.6

  • 100% Blueprint & MetaSound

  • No C++ required

  • Fully commented and modular

  • Includes demo audio files with loop data embedded in filenames where applicable.

  • Runs on Windows and MacOS

🚀 Use Cases:

  • Interactive sound effects

  • 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 SFX 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+