The Future of Audio in Unreal Engine
summary
A rewritten, multiplatform Unreal audio engine lands in UE4.15 and ships in Robo Recall with real-time synthesis and a new parametric reverb that stays constant cost while allowing dynamic dry/wet sends; it exposes a simple DSP plugin API so external source/submix effects (phaser, ring mod, delay, EQ) load as plugins and are controllable from Blueprint. Live demos include a subtractive modular synth, a granular synth, MIDI-to-Blueprint input, Steam Audio spatial/baked reverb integration, hot‑reloadable C++ synth components, and painless content-compatible switching across platforms.
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chapters (17)
- 0:00Introduction to new audio
- 2:03History of UE4 audio
- 4:41Challenges and limitations
- 6:51Designing the new engine
- 8:37Core features overview
- 13:38Engine design pillars
- 14:43Implementation in Robo Recall
- 17:16New engine capabilities
- 21:18Parametric reverb demo
- 25:07DSP effects system
- 28:44Submix effects
- 29:39Subtractive synthesis demo
- 39:04Granular synthesis demo
- 45:35Creating custom synthesizers
- 48:58Practical synth application
- 52:05Steam Audio integration
- 55:36Future roadmap and Q&A








