A real-time convolution reverb plugin built natively for Unreal Engine 5. Implements FFT-based audio convolution using Impulse Response (IR) files to simulate physically accurate acoustic spaces, exposed as a native MetaSounds node.
Traditional game reverb uses algorithmic approaches — delay lines, feedback filters — which are fast but can sound synthetic. Convolution reverb captures the acoustic fingerprint of a real space via an IR file and applies it to any audio signal using FFT overlap-add convolution, producing significantly more realistic results.
ReverbShift plugs directly into UE5's MetaSounds graph: connect an audio signal and an IR asset, and you get real-time convolved reverb at runtime with support for dynamic IR swapping on environment transitions.
- Real-time FFT overlap-add convolution at runtime
- Native MetaSounds node — works inside any MetaSounds graph
- Accepts
.wavImpulse Response assets via UE5's asset pipeline - Dynamic IR swapping for seamless environment transitions
- Pure C++ plugin — no Blueprint workarounds
- Copy the
Plugins/ReverbShift/directory into your project'sPlugins/folder - Right-click your
.uproject→ Generate Visual Studio project files - Build the project — the plugin compiles automatically with your game module
- Enable it in Edit → Plugins → ReverbShift
- Open a MetaSounds asset (or create one)
- Right-click the graph → search for Convolution Reverb (or ReverbShift)
- Connect your audio input and an IR wave asset
- Wire the output into your MetaSounds output node
- Swap IR assets at runtime via Blueprint or C++ to change acoustic environments
- Engine: Unreal Engine 5
- Language: C++
- Audio system: MetaSounds / UE5 Audio Mixer
- Algorithm: Overlap-add FFT convolution
- Plugin name:
ReverbShift
Plugins/
ReverbShift/
Source/ # C++ plugin source — MetaSounds node, FFT processing
Content/ # Sample IR assets (if included)
ReverbShift.uplugin
ConvReverbShiftDev.uproject # Dev/test UE5 project
MIT