Key Features

Deep FMOD Integration

The extensive low level FMOD API gave us the power to create a deep integration into Unreal Engine® 3. This means that all your sound is routed through FMOD’s highly optimized mixer, but the benefit is more than just performance. Where a side-by-side integration could cause the system to get flooded with sounds from two sound systems, our deep integration means all sounds are subject to FMOD channel virtualization. Unreal Sounds are prioritized alongside the FMOD sounds giving you centralized control over the maximum number of audible sounds. In addition you can see all your Unreal Sounds along with your FMOD Events in the FMOD Profiler, so you can easily track the CPU and memory usage of all of your sounds. It also allows for merging existing projects to utilize the FMOD sound engine as all Unreal assets will continue to work as normal.

Designer Integration

  • Access your FMOD Designer generated content in UnrealScript, Unreal Kismet and Unreal Matinee – this allows the designer to utilize all the FMOD features within your UE3 game!

  • Real time property tweaking on any platform

  • Per Event DSP effects

  • More sound formats, including CELT

Loading Strategy

  • Access your FMOD Designer generated content in UnrealScript, Unreal Kismet and Unreal Matinee – this allows the designer to utilize all the FMOD features within your UE3 game!

  • All FMOD disk reads go through the Unreal IO system allowing for streamlined disk access.

  • Streaming sounds go directly through the Unreal IO, finally bringing streaming sounds to UE3.

  • All loading and unloading of Event data and Sound Banks is handled automatically on the C++ side of the integration.

    • This removes any need for developers to manually manage their memory in UnrealScripts, Unreal World Editor and Unreal Kismet sequences.

Unreal Content Browser

  • Projects built from FMOD Designer can be directly imported into the Unreal Content Browser.

  • The Unreal Content Browser will be automatically populated with FMOD Event Definitions, which can be used in UnrealScript, Unreal Kismet or Unreal Matinee.

  • You can also view important information about that event in the property sheet.

  • We have also paid special attention to workflow: it is important that users can make changes in FMOD Designer and quickly update Unreal Editor to reflect these changes. Designers can seamlessly re-import new FMOD Designer builds into the content browser during the development process.

    • This will update all the Event Definitions in the Unreal Editor.

Unreal Kismet

  • The FMOD Kismet objects allow you to control your Events, Parameters, Music Cues and Music Parameters.

    • This allows for complex event behavior and dynamic music scores controlled by Unreal Kismet.


  • The Integration into UnrealScript has two parts:

    • Interface Layer

    • Integration Layer

  • The Interface Layer exposes most of the FMOD EventSystem API, allowing you to directly manipulate your FMOD Events, Categories, Parameters and Music Cues from UnrealScript

  • The Integration Layer provides FMOD equivalents to the Unreal sound objects: where Unreal has AudioComponents, SoundCues and AmbientSounds our integration provides FMODEventComponents, FMODEventDefinitions and FMODAmbientEvents.

    • This gives developers a familiar interface and allows a clean integration into the Unreal tools

Unreal Editor

  • FMOD Event Definitions can be dropped from the browser straight into the game world as Ambient Event Actors

  • These actors behave just like Unreal Ambient Sound Actors, and display the minimum and maximum attenuation spheres

    • This system allows level designers to place as many instances of the actor as they like and the system will intelligently virtualize the quietest instances as the player moves around the world.