Implementing ambisonics in Unreal engine

Unreal Engine (UE5) makes handling 360-degree sound incredibly powerful, thanks to its built-in Submix system and native virtualization. Here is the simplified workflow for getting an Ambisonic background track into your XR project:

 

1. Import Your Sound

First, you need a standard Ambisonic file. The industry standard is First-Order Ambisonics (FOA) using AmbiX formatting, which consists of 4 channels of audio multiplexed into one file. Import this .wav file into Unreal just like any other asset.

2. Configure the Sound Wave

Open up your newly imported Sound Wave asset in Unreal: Look for the Is Ambisonics checkbox in the details panel and check it. This tells Unreal, "Hey, don't play this as a normal 4-channel file; treat it as a 360-degree sphere!"

3. Route to an Ambisonic Submix

Unreal uses "Submixes" to track and process audio graphs. Create an Ambisonic Submix. Route your Ambisonic Sound Wave into this submix. This ensures the engine correctly decodes the 4-channel sphere into a binaural format (spatialized audio for headphones) when the player puts on their XR headset.

4. Enable HRTF (Head-Related Transfer Function)

For the audio to actually sound like it’s coming from above, below, or behind through a pair of standard headphones, you need an HRTF plugin. Unreal Engine has built-in spatialization plugins (like Oculus Audio, SteamAudio, or Microsoft Spatial Sound depending on your target hardware). Turn this on in your project settings to enable the final, brain-tricking audio processing.

 

Pro-Tips for XR Audio Designers

 

Keep the Horizon Steady: Never use Ambisonic tracks for sounds attached to the player (like their own footsteps or a weapon they are holding). If the player turns their head and their own feet spin around them, it will cause instant immersion-break (and maybe a bit of motion sickness!).

Layer Your Sounds: The best XR experiences use an Ambisonic track for the overall "vibe" of the room (the background room tone) and layer standard 3D spatialized mono sounds on top of it for specific interactive objects. Watch the "Order": You might hear terms like First-Order, Second-Order, or Third-Order Ambisonics. The higher the order, the more channels it uses, and the more pinpoint-accurate the sound directions are. For most mobile XR headsets, First-Order (4 channels) is the sweet spot for performance and realism.

here is a downloadable step by step guide on how to import ambisonic sounds into Unreal:

Ambisonics in UA5