How to Make an Audio Visualizer in Unreal Engine 5 (Blueprints)

Table of Contents

Works in Unreal Engine 5.0 to 5.8. Updated November 2026.

Quick answer: analyse the sound Unreal is playing, then use the numbers to drive your visuals. In Blueprints:

  1. On BeginPlay, call Start Analyzing Output (leave Submix To Analyze empty for everything you hear).
  2. On Tick, call Get Magnitude for Frequencies with a list of frequencies, for example 60, 250, 1000, 4000 and 10000 Hz.
  3. Use each returned magnitude to set a mesh’s scale, a light’s intensity or a material parameter.

Two ways to react to music

ApproachWhat it knowsBest for
Audio analysis (this tutorial)How loud each frequency band is right nowAny song or sound, spectrum bars, pulsing lights
MIDIThe exact notes, when they start and how hardPiano roll, falling notes, rhythm games, effects that match each note

Audio analysis works with any sound file. It can’t tell you which note was played. If you need that, use MIDI (see the end of this tutorial).

Step 1: Start the analysis

In your visualizer actor’s Event BeginPlay, add Start Analyzing Output.

  • Submix To Analyze: empty for the main output, or a submix you route your music to.
  • FFT Size: Medium is a good start. Larger means more detail but more delay.

Step 2: Read the frequency bands each frame

  1. Make an array variable Bands of floats: 60, 250, 1000, 4000, 10000.
  2. On Event Tick, call Get Magnitude for Frequencies with Bands. It returns a Magnitudes array of the same length.
  3. For each index, use the magnitude to drive something. For example, Set Relative Scale 3D on bar i with Z = 1 + Magnitude × Strength.

Step 3: Make it look good

  • Smooth it: use FInterp To from the current value to the new one, so bars don’t jitter.
  • Scale per band: bass has much more energy than treble. Give the high bands a bigger multiplier.
  • Drive materials: send the values to a Material Parameter Collection to make many objects pulse together cheaply.

The values depend on volume. If you lower the music volume, the visualizer shrinks too. Analyse a submix that only carries the music if you don’t want sound effects mixed in.

Baking the analysis instead

For a fixed song, the built-in Audio Synesthesia plugin can analyse a Sound Wave ahead of time (loudness, Constant-Q spectrum, onsets). That’s more stable than live analysis, but it only works for sounds you know in advance.

We drive visuals from MIDI note events in our MIDI Engine 4 PRO plugin.

FAQ

Get Magnitude for Frequencies always returns 0. Start Analyzing Output must run first, and something must be playing through that submix.

Can I visualize a microphone? Yes. Route the audio capture to a submix and analyse that submix.

Does this work in a packaged game? Yes, on all platforms that use the Unreal audio mixer.

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