Meta Brings XR Audio SDK to Wwise, Enhancing Mixed Reality Workflows

Meta Brings XR Audio SDK to Wwise, Enhancing Mixed Reality Workflows
Source: Midjourney - generated by AI (Not reflecting products or solutions in this post)
  • Meta's spatial audio SDK is now available as a plug-in for Wwise, supporting immersive sound design in mixed reality apps.
  • Features include a proprietary HRTF model, ambisonics rendering, room acoustics simulation, and Acoustic Ray Tracing integration.

Meta has released its XR Audio SDK as a new plug-in for Wwise, making its proven spatial audio features available directly within the industry’s leading interactive audio engine for the first time. The integration brings immersive sound tools to developers building mixed reality apps for Meta Quest and other devices.

Wwise is an interactive audio engine used to build real-time sound for games and other digital experiences. Created by Audiokinetic, it supports spatial audio, adaptive music, and cross-platform development. Meta’s new plug-in brings its spatial audio tools into this established workflow.

At the core is Meta’s proprietary Head-Related Transfer Function (HRTF), built to deliver precise sound localization and spectral clarity. The plug-in also supports ambisonic rendering, basic room acoustics, and advanced geometry-based effects, such as occlusion and diffraction, through Meta’s Acoustic Ray Tracing. Together, these tools enhance spatial realism and user presence.


🌀 Tom’s Take:

Spatial audio is a mandatory ingredient for immersive XR, and now it’s easier to access where developers already work. Meta’s move streamlines spatial audio into existing Wwise workflows while nudging the industry toward more personalized, high-fidelity sound that deepens presence and realism.


Disclosure: Tom Emrich has previously worked with or holds interests in companies mentioned. His commentary is based solely on public information and reflects his personal views.

Source: Meta Blog