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Media 1 for listing Proximal One - Interactive Audio Framework
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Description

Proximal One is a modular, proximity- and trigger-based audio framework for Unreal Engine, built entirely with Blueprints and MetaSounds.
It streamlines the creation of interactive, musically-synced, and spatially-aware audio — perfect for games, immersive experiences, and experimental audio design.

Whether you're composing layered music, designing reactive ambiences, or building dynamic soundscapes tied to gameplay, Proximal One gives you a flexible, scalable foundation with real-time control and fast iteration.

Feature Overview Video
Update v1.05 New Features

Update v1.04 Demo Map Recording

Tutorials

User Guide v1.031 - UE 5.4

User Guide v1.055 - UE 5.5, 5.6, 5.7, 5.8

Change Log

🔑 Key Features v1.055:

  • Proximity-Triggered Audio
    Sync audio playback to player movement with musically accurate timing using Unreal’s Quartz clock system.

  • Modular Blueprint-Based System
    Drop in a Clock Blueprint and as many Audio Instances as you need—everything is extensible and easy to integrate.

  • Quartz Clock Timing
    All audio instances can be musically synced! Select from 5 built in Quartz clocks or use an existing clock in your project for easy integration with existing setups.

  • Built-In Visualizers
    See gain zones, proximity curves, and filter ranges live in-editor or at runtime with the ability to shape the location and direction of proximity variables on each axis.

  • Scale-Aware Pitch Control
    Randomized or set pitch values that stay in key, with support for multiple musical scales.

  • Wave Player Remixer
    Re-sequence audio with seed-based variations for rhythmic and melodic rearrangement.

  • Custom MetaSounds Support
    Integrate your own existing MetaSounds, or use the included patch templates to create your own making use of all of Proximal’s features.

  • Real-Time LFO & Modulation
    Modulate gain, pitch, filters and a custom metasound variable using synced or free-running LFOs with randomization, musical pitch scales and AD envelope shaping useful for creating procedural melodies and adding detail and movement to audio.

  • Pattern Sequencer with Groove Box mode

    Set different gain values in a musical pattern. Retrigger samples on different steps, alternate between LFO sends, hold pitch values and much more! Now has the ability to send step values via MPC and triggers using an Event Dispatcher for sequencing shaders and events via the pattern.

  • Live Edit Mode
    Hear your changes instantly while playing in-editor, and save adjustments on the fly.

  • Flexible Trigger System
    Trigger instances via collision box, event dispatcher, from other instances using channel numbers or nearest instance to the player (with optional line of sight) and auto switch between instances when the player is outside the collision box.

  • Spatialization & Mixing Tools
    Customizable spatialization.  Built-in delay, per-instance limiter and compression, reverb sends, and final mix control via submix routing.

  • Custom Proximity Variable
    Assign different variables such as reverb sends, LFO Rate, Filter Envelope depth and more to the Custom Proximity Variable (a customizable variable that reacts to the players position.) all inside of the editor.

  • Selectable ADSR and AD Envelopes

    Use Envelopes with a variety of triggers for controlling the gain and either filter's cut off independently.

  • Lightweight & Optimized
    Dynamically selects from optimized Metasounds based on your settings—only what you need, when you need it.

  • High Quality Demo Sounds

   Includes 276 audio samples for different styles of music e.g. ambient, suspense, arpeggiators, Bass, Drums, Melody and several tones for creating procedural melodies from scratch.

  • Event Dispatchers for Triggering Blueprint Logic

Easily trigger other blueprint logic that syncs to the stopping and starting of the Metasounds used by each audio instance with channel numbers.

  • Event Dispatchers for Triggering and Stopping Audio Instances

Trigger audio instances from external blueprints using channel numbers to target specific instances while remaining quantized.

  • Event Dispatchers for setting Instance Gain and Overall Gain of the System

  • Event Dispatchers for communicating Clock Timing between blueprints.

  • Send Audio Instance Variables into any Material Shader or Blueprint

    Assign your own material parameter collection variables to the gain envelope, LFOs, proximity variables and the Playing status of any audio instance to easily sync shaders and other Blueprint logic.

  • Pause Feature
    System can be paused using an input action or an easy to set up Event dispatcher.

  • Selection of Sub mixes (UE5.5 - 5.6)

    Group audio instances by assigning them 6 different sub mixes for independent control over the volume of each group when paired with Unreal Engine's Audio Modulation Plugin.

  • EQ and Dynamics

    Dial in each sound so that it works in the mix.

  • Layer Audio Instances with Slave Triggers

    Easily Layer instances by having a master instance manage the triggering for multiple other instances.

    All this and more! - See the user guide for full details - System is continuously being updated.

đź”§ Technical Details:

  • Engine Versions: UE 5.4, 5.5, 5.6, 5.7, 5.8

  • 100% Blueprint & MetaSound

  • No C++ required

  • Fully commented and modular

  • Includes demo audio files with loop data embedded in filenames

  • Works with existing Quartz setups and supports real-time tempo updates

🚀 Use Cases:

  • Interactive music systems

  • Dynamic ambience design

  • Spatialized audio zones

  • Audio-reactive environments

  • Procedural & generative soundscapes

  • Rapid prototyping for game audio

Take full control of your audio without the overhead of node-heavy MetaSound graphs.
Proximal One gives you powerful tools, visual clarity, and lightning-fast iteration — right out of the box.


Disclaimer - This product supports MetaSounds for Unreal Engine 5.0+

Included formats