# Wavetracing reverb for music productions 

**URL:** <https://forums.unrealengine.com/t/wavetracing-reverb-for-music-productions/502866>\
**Category:** Audio\
**Tags:** unreal-engine, FeatureRequest\
**Created:** [February 28, 2022, 5:30pm UTC](https://forums.unrealengine.com/t/wavetracing-reverb-for-music-productions/502866 "2022-02-28T17:30:15Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![cpoessnicker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@cpoessnicker](https://forums.unrealengine.com/u/cpoessnicker)\
**Post date:** [February 28, 2022, 5:30pm UTC](https://forums.unrealengine.com/t/wavetracing-reverb-for-music-productions/502866/1 "2022-02-28T17:30:15Z")

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Hi, I try to create reverbs for music productions using the steam audio plugin in UE4.  
But I have two problems that maybe you can help me with:

- The number of audioobjects that I can play at the same time (with wavetracing enabled) are limited to 14 objects. Using more than that results in crackling and clicks. My system performance seems fine, so I guess it has something to do with UE4. Are there any easy to implement performance tweaks for that?
- Is there a possibility to route multichanel audio (from a DAW) live into different audio objects in UE?  
Here is my progress so far: [Best Dolby Atmos Reverb? - YouTube](https://www.youtube.com/watch?v=iAulWxeR7Nk)
