Channel Agnosticism in MetaSounds
Simplifying Audio Formats for Reusable Graph Topologies
This talk introduces Channel Agnostic Types (CAT), a new approach to decoupling digital audio processing from fixed channel configurations and spatial audio formats, developed as part of Unreal Engine’s MetaSounds system. While traditional audio engines usually tie DSP graphs and audio rendering to rigid spatial audio pipelines, CATs introduce a flexible, extensible buffer type capable of supporting arbitrary channel layouts—including conventional multichannel, sound-field formats, and object-based systems.
Combined with the new MetaSound Node Configuration API, this work enables reconfigurable MetaSounds to support any audio format, dramatically reducing asset duplication and complexity. More broadly, it presents a model for designing format-agnostic audio systems that promote scalability, modularity, and future-proofing.
Whether you're building tools for games, spatial media, installations, or interactive audio platforms, this talk will offer insights into how to rethink the role of channels and audio formats in DSP architecture.

Aaron McLeran
Aaron McLeran is the Director of Audio Engine Development at Epic Games, where he leads the design and implementation of real-time audio systems for Unreal Engine. With a background in both physics and music, Aaron has worked at the intersection of procedural sound, DSP, and interactive media for over 15 years. He played a key role in developing MetaSounds, Unreal Engine’s next-generation audio system, and continues to push the boundaries of scalable, programmable audio for games and new media.