v1.1.16
v1.1.16
Deep audio support: the audio category becomes a full-stack authoring surface. Every audio asset is now creatable and wireable to a working state through the bridge - no empty placeholders, no manual editor steps.
Server
- One-shot graph authoring.
audio(metasound_author)andaudio(cue_author)stamp an entire MetaSound or SoundCue graph from a single declarative JSON spec (nodes, connections, graph inputs/outputs, per-node defaults), instead of dozens of node-by-node calls. Connection endpoints use a compactnodeId:vertexform plus the headsinput:<name>,output:<name>,audioOut:<channel>. Each element reports its own ok/error so a partial spec surfaces exactly what failed. - MetaSound graph authoring via the MetaSound Builder subsystem: add nodes by registered class name, add graph inputs/outputs, connect vertices, set typed input defaults, and build to the asset (
metasound_add_node,metasound_connect,metasound_connect_audio_out,metasound_set_default,metasound_build, and more). - SoundCue graph authoring: construct and wire wave player, mixer, random, modulator, attenuation, looping, concatenator, delay, and switch nodes into a cue tree.
- Mixing and routing: create submixes with parent hierarchy and effect chains (reverb, EQ, dynamics, filter, delay presets), sound classes, sound mixes with class adjusters, and concurrency assets.
- Spatialization and assignment: create attenuation assets, and assign base submix, submix sends, sound class, attenuation, and concurrency onto any sound. Plus a reflection-based
set_propertyfor any audio UPROPERTY.
Internals
- New handler files
AudioHandlers_MetaSound.cpp,AudioHandlers_SoundCue.cpp, andAudioHandlers_Mixing.cpp; the bridge gains MetasoundEngine/Frontend/GraphCore, AudioMixer, AudioExtensions, and Synthesis module dependencies. - Verified in-engine against UE 5.8: full plugin build plus a live smoke pass creating MetaSound graphs, submix hierarchies with effect chains, sound classes/mixes/concurrency/attenuation, and routing assignment.
Bug fixes
- Fix SoundCue property-key handling for the UE 5.8 change to
FJsonObjectkey storage.