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
Founder
Rhizome Audio
Aaron McLeran is the founder of Rhizome Audio, where he is building a node-graph procedural audio plugins and game engine integration tools for real-time audio. He served as Audio Engine Director at Epic Games from 2015–2026, where he was the company's first audio programmer, developed Unreal Engine's cross-platform audio renderer — shipped under a live Fortnite service — and led the team that built MetaSounds for UE5. Earlier in his career, he co-created procedural music systems for Spore in collaboration with Brian Eno, was a technical sound designer on Dead Space 2, and was an audio programmer on several Call of Duty games and Guild Wars 2. Aaron holds an M.S. in physics from Notre Dame and an M.S. in media arts and technology (MAT) from UC Santa Barbara, where he studied under Dr. Curtis Roads.