AudioCore is a fully dynamic, component-based audio system for Unreal Engine 5.8+. Add one component to your player pawn and get adaptive music with combat stem layering, zone-based soundscapes, interior acoustics, day/night and weather variants, and positioned world audio sources — all without a manager actor or manual Blueprint wiring.
Fade In At Enemy Count, Volume, and Fade Time, building tension dynamically without any Blueprint wiring.UAudioCoreSoundProfile data asset bundles a complete soundscape — day music, night music, combat music, looping ambient beds, and random scatter one-shots. Assign it to a zone or the player component and the whole area comes alive automatically.Resume Memory Duration and it picks up mid-track. Works across zone transitions, interior volumes, and combat exits.SetMusicOverride, ClearMusicOverride, SetProfileOverride, SetMusicDuck, PlayStinger, and RefreshAudio. Use from quests, cinematics, or any gameplay event.AAudioCoreZone actors push onto a priority stack when the player enters. The highest-priority zone drives music and ambience. Exit any zone and the next one down resumes automatically — no manual tracking needed.AAudioCoreInteriorVolume applies a low-pass muffle filter and reverb effect to the entire mix while inside — affecting all audio, not just AudioCore. Controls exterior ambience leak, music ducking, optional room tone, and dedicated interior music.AAudioCoreSoundSource) and spline sources (AAudioCoreSplineSource) place persistent sounds in the world — waterfalls, rivers, campfires, forges. Both support a core radius for surround-field rendering and optional environmental ducking of music and ambience on approach.PushAudioSnapshot / PopAudioSnapshot blend in muffle, reverb, music pitch and volume changes, composing with any active interior volume.SetTimeOfDay(0–24) from your sky or time-of-day system. AudioCore switches between day and night music variants at the configured hour boundaries — no Blueprint logic required. Music only re-evaluates when the boundary is actually crossed.SetWeather and SetSeason. Ambient beds and scatter layers carry optional gates — a "Rain" bed only plays when weather is Rain, "Snow" bird scatter silences in Winter. Native tags ship ready to use: AudioCore.Weather.* and AudioCore.Season.*.UAudioCoreEnemyMarker to any enemy actor. While one or more markers are within the player's detection radius, combat music engages. Combat Exit Delay keeps the music going after the last enemy leaves — eliminating music whiplash between back-to-back fights.UAudioCoreSettingsSubsystem holds Master, Music, SFX, and Ambient volumes. Wire directly to UI sliders, save/load via SaveSettings / LoadSettings, and react to changes with OnSettingsChanged — no custom save logic needed.AudioCore.Weather.Rain, AudioCore.Season.Winter, AudioCore.Snapshot.Underwater, and more. Use them directly or extend with your own project tags.AudioCore.Debug 1 in the console to show the live debug panel in PIE. Colour-coded sections for Music, Combat, Ambience, Interiors, Snapshots, Zones, World State, and World Sources — zero cost in a shipped build.Currently under review on FAB. Read the full documentation or follow on Discord for launch updates.