Supported Audio Files
Format | .wav, .ogg, .flac, .aif, .opus, .mp3 |
Bit Depth | 16, 24 |
Sample Rate | Any |
Speaker Channels | Mono, Stereo, 4.0, 5.1, 7.1 |
All imported audio files are converted to 16-bit .wav files internally. As such, exporting (by right-clicking a Sound Wave and selecting
Asset Actions > Export...) will produce the converted file and not the originally imported file. Additionally, 24-bit files are not dithered during conversion so importing 16-bit files is recommended.
Unreal Engine also supports importing first-order ambisonic files. See
for information on importing and using ambisonic assets.
Compression
All Sound Waves are compressed with the
Default Audio Compression Type specified in the
Project Settings. You can also set the codec and quality level for each platform and Sound Wave.
Codec | Type | Ratio | Description |
---|
Bink Audio | Lossy | Up to 10:1 | (Default) A perceptual-based codec that supports all features across all platforms. Low memory usage and comparable CPU usage to ADPCM. |
ADPCM | Lossy | Up to 4:1 | A time-domain codec with fixed-sized quality and is relatively cheap to decode. |
PCM | Lossless | Uncompressed | Uses uncompressed audio that results in higher memory usage as streamed chunks contain less audio per chunk but provides extremely cheap decoding and support for all features. |
Platform Specific | - | - | Encodes the asset in a platform-specific format. Seeking is not supported. |