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.

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.

01 / SUBSYSTEM
Foley Audio System
Socket-based raycast surface detection at runtime. Physical Materials mapped to GameplayTags, routed through surface and footwear bank maps to drive MetaSounds procedurally.
Surface Detection Footwear Layering AnimNotify MetaSounds
FRAMEWORK / ROADMAP
Designed for Expansion
The subsystem framework and GameplayTag event routing are built to host additional audio domains as they come online — proven in practice by RedCell, where the same patterns now run weapons, adaptive music, and UI audio in Blueprint form.
Character Weapons Music UI Interaction

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.

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Step 1
Anim Notify
Anim Notify
GameplayTag Foley.Event.Run
Step 2
Footwear Map
Footwear Map
GameplayTag Foley.Footwear.Boots
Step 3
Surface Map
Surface Map
GameplayTag Foley.Surface.Concrete
Step 4
MetaSound Source
MetaSounds
AudioBank Audio Bank

// 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.

Runtime Demo — Coming Soon
In-Engine Runtime Showcase
Live demonstration of the foley subsystem in action — surface detection, footwear bank routing, and MetaSounds playback, with Audio Insights trackers monitoring tags and surfaces in real time. Recorded from Unreal Engine 5.

Editor Tooling

A companion editor plugin built alongside the runtime system — bringing audio implementation and validation workflows directly into the Unreal editor.

Foley Animation Editor Tool
Foley Animation Editor Tool
Animation · Detection · Batch

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.

Foot Strike Detection Preview & Validate Batch Processing
Full Plugin Page →
Audio Insights Extension
Audio Insights Integration
Track · Meter · Validate

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.

Component Validation Asset Validation Real-time Tag and Surface Monitor
Editor Utility Widget
Utility Widget
Debug · Preview · Browse

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.

Audio Debug Asset Browser Custom Tag-Based ComboBox
Editor Tools Demo — Coming Soon
Editor Tooling Walkthrough
Walkthrough of the Foley Editor Tool, Audio Mixing Tool, and Editor Utility Widget — showing how they accelerate audio implementation and validation workflows directly inside Unreal Engine.

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.