Meta XR Audio SDK sample
Updated: May 11, 2026
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.
- 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
- Meta Quest 2, Quest 3, or Quest 3S
- Windows PC with UE 5.4
- Meta XR Audio plugin
- Clone the repository.
- Install the Meta XR Audio plugin.
- Open the project in UE 5.4.
- Launch the MainLevel to access the hub and navigate between demo levels.
| File / Scene | What it demonstrates | Key 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 |
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.
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
The VolumetricLevel demonstrates spatially extended audio sources using a C++ HelicopterController that drives source position with async physics simulation.
The HRTFIntensityLevel provides an A/B comparison between spatialized and non-spatialized audio to demonstrate HRTF effectiveness.
- 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