Unreal Integration 2.02

10. AudioLink

AudioLink is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed from Unreal to FMOD. By using hardware abstraction, AudioLink bypasses the need for direct hardware access and provides the strengths of both Unreal Audio Engine and FMOD.

This section will assume a basic understanding of the Unreal AudioLink system and will focus on the FMOD specific information.

10.0.1 Linking with your Studio Project

The FMOD for Unreal AudioLink module assumes the Event linked contains a Programmer Instrument, this is what it uses to pass the sound data from Unreal to FMOD.

Programmer sound event
Generally you will want an Event that has a looping async programmer sound, because we may not know the length of the sounds being played from Unreal (ie. submixes are generally alive from startup to shutdown).

In the FMOD for Unreal Settings, you can choose to enable/disable AudioLink support. This will load/unload the appropriate modules when the editor is reloaded.

FMOD Settings AudioLink

10.0.3 Settings

The default FMOD AudioLink Settings can be found in the project settings, under 'Plugins > FMOD AudioLink'. This is used in cases where the property has not been set, so it is unnecessary to pass it every time you create an AudioLink.
You can create multiple FMOD AudioLink Settings assets for different FMOD Events, allowing you to easily route different sounds to different events allowing for greater customization.
These settings are used to set up the FMOD Event:

FMOD Settings AudioLink

FMOD supports AudioLink through three link types:

Source

MetaSounds, Sound Cues, and Sound Waves are classed as 'Sources', to play them through AudioLink you can use the Attenuation Settings or the Submix.

Attenuation Settings

In the source/component Details panel you will find the option to individually override or assign Attenuation settings:

Meta Sound Sound Cue Audio Component
Meta Sound Sound Cue Audio Component

It is recommended to disable the Attenuation (Spatialization) option as FMOD needs to handle the spatialization.

To send specific sounds to FMOD, use the settings under Attenuation (AudioLink):

Sound Attenuation

Submix

You can set the Send to Audio Link flag and the Audio Link Settings property in the submix's Details panel, under 'Audio Link'.

Submix AudioLink

AudioLink Component support is included through the FMOD AudioLink Component, but is often unnecessary as sources are componentless by design, highly optimized for scale, and provide engine-level support.

FMOD AudioLink Component

The AudioLink Component is then controlled through the API:

Play Link

In UE5.2 and UE5.3, two events will spawn when using the FMODAudioLinkComponent: one for the component (intended) and one for the sound source (not intended). This appears to be an engine bug.

Workaround:
Create a new FMODAudioLinkSettings asset and leave the Link Event empty, then assign this to the sound source (through the Attenuation Settings).

10.0.5 Troubleshooting