Spatialization Workflows
atmoky trueSpatial supports two workflows to spatializer audio objects in Unreal Engine:
- ↓ MetaSounds: spatialize audio directly within a MetaSounds patch
- ↓ Sound Attenuation: use UE’s built-in sound attenuation settings to spatialize audio in Sound Cues
You can use either or both workflows in your project, depending on your needs. As you will see below, you can even use the Sound Attenuation workflow to spatialize MetaSounds Sources.
MetaSounds
You can use the atmoky Spatializer Node to spatialize audio directly within a MetaSounds Patch/Source. The Spatializer takes stereo audio input and positional information to spatialize the audio in 3D space. It supports HRTF-based binaural rendering for headphones, as well as Stereo rendering for loudspeakers.
The positional information of the sound source within the scene is created using
the Spatialization Data node. It combines
the data from the UE.Attenuation
, UE.Source.Orientation
, and
UE.Spatialization
interfaces and feeds them into the Spatializer node.
Follow the steps below to add the Spatializer node to your MetaSounds patch:
Add the Spatializer Node
Right-click on the graph and search for Spatializer
to add the atmoky
Spatializer node to your MetaSounds patch.
Add the Spatialization Data Node
Right-click on the graph and search for Spatialization Data
to add the
Spatialization Data node to your MetaSounds patch. Connect the output of the
Spatialization Data node to the input of the Spatializer node.
Add the UE interfaces
In the Interfaces
tab, add the UE.Attenuation
, UE.Source.Orientation
, and
UE.Spatialization
interfaces to your MetaSounds patch. In the Members
tab,
drag the following members to the graph:
- UE → Attenuation → Distance
- UE → Source → Orientation → Azimuth
- UE → Source → Orientation → Elevation
- UE → Spatialization → Azimuth
- UE → Spatialization → Elevation
Connect the members to the corresponding inputs of the Spatialization Data node.
Note that the distance information is currently only used for the near-field effects and not for applying distance-based attenuation. This is left to the user to implement in the MetaSounds patch.
Connect the Audio Input and Output
Connect the audio input to the Spatializer node and the output of the Spatializer node to the output of the MetaSounds patch. If your input audio is mono, simply connect it to both the left and right inputs of the Spatializer node.
The final graph could look like this:

With this setup you can place the MetaSound Source in the scene and the audio will be spatialized relative to the listener’s position.
For more information on how to use the Spatializer node, refer to the Spatializer Node documentation.
Sound Attenuation
Alternatively, you can use Unreal Engine’s built-in sound attenuation settings to spatialize audio in Sound Cues (see Attenuation (Spatialization)). This workflow is useful when you want to spatialize audio in a more traditional way, without using MetaSounds.
To spatialize audio using Sound Attenuation, follow these steps:
Set Platform Spatializer
In the Project Settings, navigate to the Platforms settings for each platform
you are targeting and set the Spatialization Plugin
to
atmokyTrueSpatial Spatializer
.
Create Spatializer Settings
Create a new atmoky Spatializer Settings asset by right-clicking in the Content
Browser and navigating to “Audio / atmoky” and select
atmoky Spatializer Settings
. For more information about the settings, refer to
the Spatializer documentation.
Create Sound Attenuation
Create a new Sound Attenuation asset by right-clicking in the Content Browser and navigating to “Audio / Sound Attenuation”. Open the Sound Attenuation asset by double-clicking it, and perform the following steps:
- check the
Enable Spatialization
box - set the Spatialization Method to
Binaural
- add the atmoky Spatializer Settings asset you created to the
Spatialization Plugin Settings
field
Apply to Sound Cues or MetaSound Sources
You can now use the Sound Attenuation asset in your Sound Cues or MetaSound
Sources by setting their Attenuation Settings
to the Sound Attenuation asset
you created.