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Meta XR Audio SDK sample

Updated: May 11, 2026

Overview

The Meta XR Audio SDK sample provides six audio demo levels plus a MainLevel hub to demonstrate spatialized audio features in Unreal Engine. Each level showcases a different audio capability using asset-based configuration through MetaXRAudioSourceSettings and MetaXRAttenuation.

What you will learn

  • HRTF-based spatialization with A/B comparison
  • Ambisonics soundfield rendering
  • Source directivity and radiation patterns
  • Room acoustics and reverb simulation
  • Volumetric audio sources
  • Asset-based audio configuration

Requirements

  • Meta Quest 2, Quest 3, or Quest 3S
  • Windows PC with UE 5.4
  • Meta XR Audio plugin

Get started

  1. Clone the repository.
  2. Install the Meta XR Audio plugin.
  3. Open the project in UE 5.4.
  4. Launch the MainLevel to access the hub and navigate between demo levels.

Explore the sample

File / SceneWhat it demonstratesKey concepts
AmbisonicsLevel
Soundfield rendering
Ambisonics playback and rotation
DirectivityLevel
Radiation patterns
Source directivity shaping
HRTFIntensityLevel
A/B comparison
HRTF spatialization toggling
PointSourceLevel
Basic spatialization
Point source positioning
RoomAcousticsLevel
Reverb simulation
Room acoustics with ReverbLevel=5.0
VolumetricLevel
Volumetric sources
C++ HelicopterController with async physics
MainLevel
Hub navigation
Level streaming and demo selection

Runtime behavior

The MainLevel serves as a hub where users can teleport to individual demo levels. Each level isolates a specific audio feature for clear demonstration. Audio configuration is driven by MetaXRAudioSourceSettings and MetaXRAttenuation assets. The global VoiceLimit is set to 64.

Key concepts

Asset-based audio configuration

Audio sources are configured using MetaXRAudioSourceSettings assets rather than per-instance parameters, enabling reuse and consistent behavior across the project.
VoiceLimit=64
ReverbLevel=5.0

Volumetric sources

The VolumetricLevel demonstrates spatially extended audio sources using a C++ HelicopterController that drives source position with async physics simulation.

HRTF spatialization

The HRTFIntensityLevel provides an A/B comparison between spatialized and non-spatialized audio to demonstrate HRTF effectiveness.

Extend the sample

  • Add custom directivity patterns to existing sources
  • Experiment with different ReverbLevel values in the RoomAcousticsLevel
  • Create new volumetric source geometries
  • Combine multiple audio features in a single level