Sound Cue Editor

An overview of Sound Waves, Sound Cues, and the Sound Cue Editor.

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Sound Cue Editor Overview

The Sound Cue Editor is a node-based editor that is used to design Sound Cue assets. Sound Cues contain a Sound Node Graph which can store references to imported audio assets, known as Sound Waves, or contain instructions on how to manipulate audio as it flows through the graph.

Sound Wave

A Sound Wave asset is created by importing a .wav audio file and wrapping it with additional properties and control options. These properties can be found by double-clicking on a Sound Wave asset, or by right-clicking and selecting Edit from the context menu.

In Sound Cues, Sound Wave references are built into the Sound Node Graph by using a Wave Player Sound Node or a Wave Param Sound Node.

A Sound Wave's properties work as a base and can influence any Sound Cues which contain it. For example, increasing the pitch or volume will increase it everywhere it is referenced.

Importing Sound Files

To import sounds files in the Unreal Editor, do the following:

  1. In the Content Browser, click the Add Content Button button or right-click in an empty space in the Content Browser to bring up a context menu.

  2. Under the Get Content section, click Import to….

  3. In the Import file chooser, browse to the .wav file that you wish to import, select it, and click Open. This will import the file as a Sound Wave asset.

At this time, you can only import .wav files as sound files.

Sound Cue

A Sound Cue is an asset which acts as a container for audio behavior information. Sound Cues are made up of Sound Nodes, which are individual modules that each affect a sound's design. The Sound Nodes are arranged in a graph which displays the relationships between the Sound Nodes and the flow of data between them.

Creating Sound Cues

To create a Sound Cue, do the following:

  1. In the Content Browser, click the Add Content Button button or right-click in an empty space in the Content Browser to bring up a context menu.

  2. Under the Create Advanced Assets section, click Sounds, and then click Sound Cue.

  3. Enter a name for your new Sound Cue.

Opening the Sound Cue Editor

You can open the Sound Cue Editor by double-clicking a Sound Cue asset in the Content Browser or by right-clicking a Sound Cue asset in the Content Browser and then clicking Edit on the context menu.

For more information about the Sound Cue Editor's User Interface, see the Sound Cue Editor UI documentation.

Sound Node Graph

The Viewport panel contains the Sound Node Graph, which displays the audio signal path with wire-connected Sound Nodes which manipulate the signal as data flows through the Sound Cue.

Sound Cue Editor Viewport Panel

You can add a new Sound Node by right-clicking on an empty space in the Viewport panel or by dragging off an existing node's connection pin into an empty space. In both cases, you will be prompted with a search-enabled context menu where you can select the Sound Node type of the new node.

Add Node Methods and Search Context Menu

You can also add a new Sound Node by dragging a Sound Node type from the Palette panel to either an empty space or to an existing node's connection pin.

Palette Panel Drag to Empty

Palette Panel Drag to Pin

To preview playback, use the play buttons located in the toolbar at the top of the Sound Cue Editor window. The Play Cue button plays the entire Sound Cue, and the Play Node button plays the sound from the selected node. (If multiple nodes are selected, the Play Node button is grayed out and unavailable.)

Sound Node Graph Example 00

While a Sound Cue is playing, to aid in debugging, the wires of currently active nodes turn red. This makes it easy to follow the Sound Cue's construction in real time.

Sound Node Graph Example 00 Playing

Due to the connection pin locations on Sound Nodes, it's highly recommended to build a Sound Node Graph from left to right. Start with Sound Wave playing nodes (such as Wave Player or Wave Param), then all relevant control nodes (such as Delay or Modulator), and end with the Output node.

For explanations of the nodes available for use within the Sound Cue Editor, see the Sound Cue Reference documentation.