Hi everyone,
I’m working on an RnD project, trying to achieve four things in Unreal Engine 5.6:
- High channel count – I’d like to output 12 + channels from Unreal Engine 5.6.
- In-engine spatialization – I still want to use Unreal’s built-in attenuation assets for positioning.
- Custom speaker layout – The speakers will be arranged in a non-standard configuration dictated by the project’s physical setup.
- Working discretely with 3D positioning and other spatialization features.
- Some speakers can also be grouped form more conventional layout (stereo, 5.1, 7.1, …) if needed.
- No middleware – I’m familiar with Wwise (and realize it would make life easier), but this project needs to stay 100 % native Unreal.
UE 5.6 now supports WASAPI, which apparently allows large channel counts if the device appears as a WASAPI aggregate. I’m planning to use XMOS audio chipset with UAC2 (still looking for more information). And because the speaker layout is unconventional, I’ll probably have to create my own spatialiser that replicates Unreal’s panning logic but maps it to my bespoke layout.
As an Unreal Audio Engine beginner I’m struggling to piece together the information on how to make this work.
I’m happy to dive into code and tackle a long learning curve, but I’d really appreciate any pointers, or suggestions.
Thanks a lot!
Napatz