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Unreal Integration of Meta XR Audio SDK for Wwise

New Support Model for Meta XR Audio SDK for Wwise
The Meta XR Audio SDK Plugin for Wwise is now only supported via the Wwise Launcher and AudioKinetic website. The plugin will no longer receive updates on the Meta Developer Center. We strongly encourage users to onboard to the Wwise Launcher plugin using the documentation linked below:
- Meta XR Audio SDK for Unity
- Meta XR Audio SDK for Unreal
This documentation will no longer be updated and will be managed on AudioKinetic's website instead.

Overview

Integrating a Wwise project that uses the Meta XR Audio SDK Sink plug-in for Wwise consists of two steps:
  1. Integrating Wwise into your pre-existing Unreal game.
  2. Copying the sound engine plug-ins from the download to the right folder in your Unreal project so that Unreal can find it and build your game to use it.
Once you do those two things, you’re ready to use scripts provided by Audiokinetic together with the sound banks you author to create XR experiences in your Unreal project. To learn all about how to use Wwise within Unreal, we refer you to the Wwise Unreal integration documentation on the Wwise website.

Integrating Wwise into your pre-existing Unreal game

Integrating Wwise into a pre-existing Unreal game is simple as it’s mostly done through the Wwise launcher.
  1. Open the Wwise launcher and click on the Unreal tab. There, you should see all the projects Unreal Engine is aware of.
  2. Click on the project you want to integrate Wwise into.
    Selecting unreal project from the wwise launcher.
  3. Point all the requested paths to the right path on your machine and click Integrate.
    Wwise launcher settings to confirm for unreal project integration.

Copying the sound engine plug-ins into your Unreal project

After integrating Wwise into your game, you’ll need to copy the sound engine plug-ins from the unzipped download folder, i.e. the dynamic libraries from “/”DownloadFolder/Wwise/version/platform/architecture”, to the folder in your Unreal project where Wwise looks for plug-ins, i.e. “UnrealProjectFolder/Plugins\Wwise\ThirdParty\platform\mode\bin”. Note to replace “UnrealProjectFolder”, “DownloadFolder”, “version”, “platform”, “mode”, and “architecture” with your specific paths in the paths above. Moving the plug-in to the wrong directory will result in a lot of “Plug-in not found” errors in the Unity console. The error (along with other Wwise engine errors) will often list the offending plug-in’s class ID alongside the error message. The Class IDs for the Presence Platform Audio SDK Plug-ins for Wwise are below:
  • Sink plug-in: 9638055
  • Metadata plug-in: 1023807657
  • Experimental Metadata plug-in: 1023807657
If the error message doesn’t contain one of those numbers, it’s most likely coming from another plug-in used by your Wwise sound bank.

Controlling room acoustics in Unreal

With the above configuration, we can start generating reflections and hearing acoustics. However, the Wwise plugin does not provide an interface to control the actual room itself (geometry, room materials, etc..). This is all controlled inside either Unity or Unreal instead, as the game engines are the location where these properties are setup.

Install the Unreal plugin

To adjust your room acoustics based on geometry or room properties, you will need to install and use the Meta XR Audio SDK for Unreal Plugin. Make sure to have completed the installation and setup before continuing.

Selecting your Reverb Engine

In order to tell the Meta XR Audio SDK which of the two options to utilize, navigate to Edit > Project Settings > Meta XR Acoustics. Find the Acoustic Model dropdown and selected the desired option. Note that automatic will prefer the Raytraced Acoustics option if the project is setup to use it.
Important: If you would like to use Acoustics, proceed to the documentation specific to that engine. If you prefer to use the lightweight Shoebox Room engine, continue reading on this page to learn about the Room component.

Change Shoebox Room acoustics properties in editor

In your editor, you will need to add a Meta XR Audio Room component to something in the game. It is important to note that you should only have one of these components in your entire game because it is global. If you add multiple of these components, only the most recently added component will function properly and the older components will no longer change the effects.
Adding room component to an actor in Unreal.
Once you have added the component you can adjust the settings directly in the UI.

Change Shoebox Room acoustics properties with Blueprints

If you want the game to programatically change the room acoustics as the game progresses you will need to use the provided Blueprint functions to get and set the parameters of the component. To them to your Blueprint, right click on the Blueprint, uncheck the “Context Sensitive” checkbox and then search for “Get” or “Set” and the name of the parameter you want to change.
Searching for Meta XR Audio Blueprint nodes.
Make sure the Blueprint has access to your Meta XR Audio Room Acoustic Properties instance or create your only instance directly in the Blueprint. Drag the instance of the component onto the Blueprint and connect it to the target of the getter or setter function.
Blueprint using single setter nodes.
There is also a setter function which combines all the properties into a single Blueprint node called Set Room Acoustic Properties. This simplifies the setting process is you plan to change multiple parameters of the room at once.
Blueprint using the Set Room Acoustic Properties node.

Parameter reference

PropertyDescription
Lock Position To Listener
If enabled, this keeps the room model centered on the listener (camera). If disabled, then the Room Acoustics component should be positioned in the geometric center of the room in world space (usually, this is the center of the 3D mesh that represents the room). This setting is recommended to be enabled unless your scene is confined to a single room.
Width, Height, Depth
Sets the dimensions of the room model (in meters for Unity and in centimeters for Unreal) used to determine the early reflection and reverb. Width is the x dimension, Height is the y dimension, and Depth is the z dimension. The orientation of transform of the GameObject that this script is attached to defines the orientation of the room’s coordinate system.
Materials
This controls the materials of the shoebox room model. Harder materials reflect more sound and create longer reverb tails. Softer materials shorten the reverb’s response. For a list of materials and their frequency-dependent reflection coefficients, see the table below.
Clutter Factor
Represents how much clutter (i.e. furniture, people, etc.) is in the room that would dampen the response. This parameter creates diffusion and can be used to tame an overly reverberant room. A setting of 0 represents no clutter at all (an empty room), whereas a setting of 1 represents an extremely cluttered room.

Material absorption factors

The following table shows the reflection coefficients for each material for each frequency band.
Material0-176 Hz176-775 Hz775-3408 Hz3408-22050 Hz
AcousticTile
0.488168418
0.361475229
0.339595377
0.498946249
Brick
0.975468814
0.972064495
0.949180186
0.930105388
BrickPainted
0.975710571
0.98332417
0.978116691
0.970052719
Cardboard
0.590000
0.435728
0.251650
0.208000f
Carpet
0.987633705
0.905486643
0.583110571
0.351053834
CarpetHeavy
0.977633715
0.859082878
0.526479602
0.370790422
CarpetHeavyPadded
0.910534739
0.530433178
0.29405582
0.270105422
CeramicTile
0.99000001
0.99000001
0.982753932
0.980000019
Concrete
0.99000001
0.98332417
0.980000019
0.980000019
ConcreteRough
0.989408433
0.964494646
0.922127008
0.900105357
ConcreteBlock
0.635267377
0.65223068
0.671053469
0.789051592
ConcreteBlockPainted
0.902957916
0.940235913
0.917584062
0.919947326
Curtain
0.686494231
0.545859993
0.310078561
0.399473131
Foliage
0.518259346
0.503568292
0.5786888
0.690210819
Glass
0.655915797
0.800631821
0.918839693
0.92348814
GlassHeavy
0.827098966
0.950222731
0.97460413
0.980000019
Grass
0.881126285
0.507170796
0.131893098
0.0103688836
Gravel
0.729294717
0.373122454
0.25531745
0.200263441
GypsumBoard
0.721240044
0.927690148
0.93430227
0.910105407
Marble
0.990000
0.990000
0.982754f
0.980000f
Mud
0.844084
0.726577
0.794683
0.849737
PlasterOnBrick
0.975696504
0.979106009
0.961063504
0.950052679
PlasterOnConcreteBlock
0.881774724
0.924773932
0.951497555
0.959947288
Rubber
0.950000
0.916621
0.936230
0.950000
Soil
0.844084203
0.634624243
0.416662872
0.400000036
SoundProof
0.0
0.0
0.0
0.0
Snow
0.532252669
0.15453577
0.0509644151
0.0500000119
Steel
0.793111682
0.840140402
0.925591767
0.979736567
Stone
0.980000
0.978740
0.955701
0.950000
Vent
0.847042
0.620450
0.702170
0.799473
Water
0.970588267
0.971753478
0.978309572
0.970052719
WoodThin
0.592423141
0.858273327
0.917242289
0.939999998
WoodThick
0.812957883
0.895329595
0.941304684
0.949947298
WoodFloor
0.852366328
0.898992121
0.934784114
0.930052698
WoodOnConcrete
0.959999979
0.941232264
0.937923789
0.930052698

Change room acoustics settings

There is a second component in the Unreal plugin that functions exactly as the Meta XR Audio Room Acoustics Properties component described above which is called Meta XR Audio Acoustics Settings. This component provides additional controls described below:
ParameterDescription
Early Reflections Enabled
When enabled, the low order reflections of each audio object will be rendered. When disabled, no object will have it’s lower order reflections rendered.
Reverb Enabled
This enables the late reverbation modelling for all audio objects. When disabled, no reverb will be applied.
Reverb Level (dB)
Use this parameter to adjust the overall level of the reverb relative to it’s acoustically accurate position. A positive value increases the reverb level for all objects and is applied on top of whatever audio object reverb level is specified (see below) and a negative value decreases the reverb level for all audio objects.

Learn More

To take your spatialized mono sounds to the next level learn how to use Acoustic Ray Tracing.
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