Zero-Setup Native Contextual Audio Manager for Unreal Engine 5
Tired of manually creating and assigning UPhysicalMaterial assets to every single mesh, landscape layer, and prop in your game just to get the right footstep sound?
Sonant Core reinvents audio workflow by introducing Keyword-Based Surface Detection. Instead of relying on brittle physics materials, Sonant intelligently scans the names of the visual materials your game is already using to instantly deduce the correct surface type.
If your character steps on a mesh with a material named M_WetGrass_01, Sonant knows to play grass footsteps. It's that simple.
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Define simple string keywords like "Grass", "Metal", or "Wood" in a central Data Asset. Sonant will automatically match any material hit by a raycast to your defined surface profiles. No more physics material setup required.
Material lookups happen once. Sonant caches the resolved surface type for every material it encounters, ensuring that subsequent impacts on the same material cost 0.0ms.
Everything is driven by standard UDataAsset configurations and FGameplayTag events. Easily call PlayFootstep or PlayImpact from your animation notifies or physics events.
- Create a Configuration: Right-click in your Content Browser -> Miscellaneous -> Data Asset -> SonantCoreConfig.
- Define Surfaces: Add a new Surface Definition. Set the tag (e.g., Sonant.Surface.Wood), add a keyword ("Wood"), and assign your Sound Cue or MetaSound.
- Assign to Settings: Open Project Settings -> Sonant Core and assign your new Data Asset.
- Trigger Audio: In your character's blueprint, use the Sonant Core Subsystem node to call PlayFootstep and pass in the Hit Result from a line trace.
Sonant Core is useful, but it's just the doorstep. If interested, Sonant Pro can transform your game into a living, breathing acoustic experience.
| Feature | Sonant Core (Free) | Sonant Pro |
|---|---|---|
| Keyword Surface Detection | β | β |
| Smart Caching | β | β |
| Dynamic Raycast Reverb | β | β (Real-time room size calculation) |
| Atmosphere Stacking | β | β (Priority-based overlapping audio zones) |
| Multiplayer Ready | β | β (Dedicated Network Component & RPCs) |
| Velocity-Driven Foley | β | β (Auto clothing rustle based on speed) |
| Spline & Volumetric Audio | β | β (Recommended for rivers and roads) |
| Surface-Synced VFX & Decals | β | β (Spawn bullet holes/dust with audio) |
Stop fighting the engine and start designing your soundscape.
Sonant Core is released under the MIT License. See \LICENSE\ for details. Copyright (c) 2026 GregOrigin. All Rights Reserved.