I’m wondering how to import audio files at runtime to use in Metasounds WaveAsset inputs.
I can set the file imported at runtime as a sound wave, I can also play it with “Play Sound 2D”, I can give wave files imported in the editor to the WaveAsset Metasound input, but I can’t figure out how to give a wave file imported at runtime to the WaveAsset input in Metasound. There is no error message, it just doesn’t replace the default file set in the input in Metasound.
So far I I tried using both the “Runtime Audio Importer” plugin and the AAManager of the “Audio Analyzer” plugin, but no success.
Hi. There will be a separate version of RuntimeAudioImporter available on the Marketplace, starting from the 5.3 engine version, that includes support for MetaSounds. If you are able to modify the engine’s source code, you can follow these steps to make the necessary changes based on the mentioned pull requests to support earlier engine version: 7. MetaSounds Integration · gtreshchev/RuntimeAudioImporter Wiki · GitHub
Hey, thanks for your reply, but I’m still not seeing a separate version for Metasounds on the marketplace. Or is the support for Metasounds included in the normal “RuntimeAudioImporter” Plugin now for UE5.3? (Just coming back to this since I’ve mostly been working on a project in UE4.27 in recent months…)
Edit: Just saw the files hosted at Github - I guess this is still the way to go? Thanks in any case for making it work! Gonna try it out soon!
Unfortunately, due to the limitations of the FSoundWaveProxy, it’s not currently possible to determine the current playback time or any other properties of the sound wave played in the MetaSounds in Blueprints using the RuntimeAudioImporter plugin’s out-of-the-box functions. Maybe I’ll find a workaround later at some point, but yeah, that’s how it currently stands.
I plan to create a separate MetaSounds-friendly version of the plugin to be published on the Marketplace at some point, but I haven’t had the time to prepare everything for that yet. Anyway, as of now, you can download the MetaSounds version of the plugin directly from GitHub from the corresponding branch to make it work.