Technical Audio Design
ADVANCED
AUDIO
SYSTEM
A custom Unreal Engine 5 plugin built from scratch for production-ready character foley — GameplayTag-driven routing, Physical Surface detection, and MetaSounds playback, with Audio Insights tooling and dedicated editor workflows. Architected in C++ with full Blueprint exposure, on a subsystem framework designed to expand across additional audio domains.
Runtime Plugin
Foley Audio Subsystem
A dedicated C++ manager initialized by a central AAS_AudioSubsystem, communicating through a shared interface and GameplayTag events — built as the first and deepest subsystem of the framework.
Architecture
Foley Signal Flow
How the system resolves which sound plays when a character's foot hits the ground — from animation notify to MetaSounds playback in four routing stages.
// Each footwear type has its own surface bank map — Sneakers and Boots resolve to entirely different sound sets per surface, enabling realistic layered audio without hardcoded logic.
Editor Plugin
Editor Tooling
A companion editor plugin built alongside the runtime system — bringing audio implementation and validation workflows directly into the Unreal editor.
Animation foot-strike detection, preview and validation of foley events, and batch operations for processing animation assets. Now grown into a standalone plugin with preset configs, sync-marker conversion, and an execution log.
In-editor audio mixing utility with channel metering and mix validation. Lets you evaluate and adjust the audio mix without leaving Unreal, with real-time performance monitoring.
Centralized editor widget for real-time audio debugging and preview. Asset browser with advanced filtering, FoleyComboBox for surface/footwear bank selection, and integrated QA checks.
Documentation
Want the Technical Deep-Dive?
Full API references, setup guides, content pipeline documentation, and architecture overviews live in the dedicated docs site. Built with the same level of care as the plugin itself.