Meta XR Audio SDK Plugin for Unreal - Troubleshooting
Updated: Apr 15, 2026
This guide walks you through known issues and how to troubleshoot them.
Why can’t I hear any spatialized audio?
Check that you have the following setup correctly:
- Ensure that you have selected Meta XR Audio as the Spatialization plugin in the Unreal project settings
- Ensure that your Sound Cue has a Sound Attenuation asset attached to it
- Ensure that the attached Sound Attenuation asset has Spatialization enabled and is using Binaural as the Spatialization Method
- Ensure that your audio source file is a mono file
- Ensure that the routing of the Sound Cue passes through only stereo outputs and is not downmixed to mono at any point
Why can’t I hear any reverb or reflections?
Check that you have the following setup correctly:
- Ensure that you have selected Meta XR Audio as the Reverb plugin in the Unreal project settings
- Ensure that you have at least one properly spatialized Sound Cue using the Meta XR Audio SDK
- If a Meta XR Audio Source Settings asset is attached, ensure the Acoustics Enabled control is toggled on
- Ensure that you have a Submix created with a MetaXRAudioReverb Submix Preset attached to it
- Ensure that you have at least one Sound Cue routed into the above Submix
- If you have a Meta XR Audio Acoustic Settings component, ensure that it has Reverb Enabled or Early Reflections Enabled toggled on
- Ensure that the Reverb and Early Reflections level sliders are at reasonable values for both your Sound Cue and the Meta XR Audio Acoustic Settings
Why don’t my multi-channel audio files work?
Due to Unreal’s plugin setup, audio files with more than one channel, such as stereo, do not get processed by the spatializer plugin. Use only mono sources when the intention is to be processed by Acoustics.
Why are there artifacts when using Room Acoustics?
Ensure that you have only instantiated one instance of the Reflections plugin. All spatial audio sources are routed into this singleton, so if you have multiple instances created then artifacts will occur.
Why does the distance attenuation sound different than expected?
Note that the Meta XR Audio SDK will perform distance attenuation internally based on the selection on the Meta XR Audio Source Settings. However, all audio engines also allow you to apply an additional and separate distance attenuation through their native audio engine interface. It is recommended to only use the Meta XR Audio SDK distance attenuation or the audio engine’s distance attenuation and disable the other.
The Meta XR Audio Room Acoustic Properties component applies only when Shoebox Room is selected as Acoustic Model. Shoebox Room is the basic reverb that is used as a fallback when no geometry has been loaded or if you select Shoebox Room as the Acoustic Model in the Meta XR Acoustic Project Settings.
Review specific details about the features of the Meta XR Audio SDK below: