Spatial audio and custom audio occlusion system

Yes, I’ve shipped games with FMOD. I’ve also shipped games with other audio engines and have built several.

Actually a lot of games ship with native UE4 audio engine! At Epic, of course, we use it for all of our games.

Have you played Hellblade yet? Just won best sound design this year, might win more at GDC.

Uses native UE4, even before I rewrote the rendering backend.

As the audio programmer working on the audio engine at Epic, trying to improve the experience, I’m genuinely curious what features in FMOD you’re using that you can’t do in UE4.

Please, help me make UE4 audio better!