# Quick Start Guide

## Try It

The fastest way to see Excited Waves Acoustics in action is to download the packaged demo build:

* [Download standalone demo (Win64)](https://github.com/ExcitedWaves/EWAcousticsNativeUE_Trial/releases/latest)

See how the demo works and what to expect:

[![Watch the demo](https://img.youtube.com/vi/DyS5AQqjrp4/sddefault.jpg)](https://youtu.be/DyS5AQqjrp4?si=jY_htaqUShFEx7oQ)

## Demo Project from Source

If you want to explore the trial project source in Unreal Editor:

* [Trial project source (UE 5.6.1)](https://github.com/ExcitedWaves/EWAcousticsNativeUE_Trial)
* or [Trial project source (UE 5.7.4)](https://github.com/ExcitedWaves/EWAcousticsNativeUE_Trial/tree/ue-5.7)

### Requirements

* Unreal Engine 5.6.1 / Unreal Engine 5.7.4&#x20;
* Windows (Win64)
* <mark style="color:$warning;">Trial license key is required to run Editor with acoustics.</mark> Request one at [contact@excitedwaves.com](/excitedwaves-docs/excited-waves-acoustics.md) and enter it in **Project Settings > Plugins > Excited Waves:**

<figure><img src="/files/pAc9yWIXKa0LHHx7JqQ8" alt=""><figcaption></figcaption></figure>

### What's Inside

[EWAcousticsNativeUE\_Trial](https://github.com/ExcitedWaves/EWAcousticsNativeUE_Trial) is a playground designed to test the acoustics system across real-world scenarios.

#### **Dynamic emitters**

Multiple copies of `BP_EmitterTest` are placed around the level – actors with `AudioComponent` playing different Metasounds. Grab any of them with `[E]` and carry them around to hear reverb change in real time as they move through different spaces. Some emitters also move on their own.

<div align="left"><figure><img src="/files/zGMwZ7zv3JMHdc5eRkEu" alt=""><figcaption></figcaption></figure></div>

Additionally, **100 bird emitters** spawn at runtime and fly continuously. Press `[4]` to debug draw their positions. Despite constant motion, acoustic re-evaluation is optimized with frame spreading, per-frame raycast budgeting, and LOD-based distance thresholds – the system scales without spiking CPU.

<div align="left"><figure><img src="/files/lHwr1M6sKmJgX0AJjcXo" alt=""><figcaption></figcaption></figure></div>

#### **Player and weapons**

The player character (`BP_ShooterCharacter`) has an `AcousticsDetector` component. Footstep sounds, tied to the player, use the player's own detector – no separate setup needed.

<div align="left"><figure><img src="/files/9Wp8zwVTyojbrPvjwW9U" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/W9BJTZHznBkYb1RWDvxT" alt=""><figcaption></figcaption></figure></div>

The weapon (`BP_ShooterWeapon_GrenadeLauncher`) demonstrates how to read acoustic data from the player's detector for gunshots. Since the gun moves with the player, there's no point in a separate detector on the weapon – the player's detector provides the acoustic context.

<div align="left"><figure><img src="/files/zTYNaZABmoTfZX8lrup8" alt=""><figcaption></figcaption></figure></div>

#### **Runtime-spawned detectors**

Explosions spawn their own `AcousticsDetector` components at runtime, directly on the explosion actors (`BP_ExplosionSFX`).

<div align="left"><figure><img src="/files/yWag73vhpBUAG3PEdIId" alt=""><figcaption></figcaption></figure></div>

#### **Early Reflections**

ERs are active on the main `BP_EmitterTest` emitters, on the player's footsteps, and on weapon fire. Walk between different spaces and listen to the reflection pattern change.

<div align="left"><figure><img src="/files/ZxzWWp6CX5KudR7eDVaf" alt=""><figcaption></figcaption></figure></div>

### **Test cases to explore**

| What                                              | Where to look                                           | Example                                                             |
| ------------------------------------------------- | ------------------------------------------------------- | ------------------------------------------------------------------- |
| Rooms of different height, length, and complexity | Indoor areas                                            | <img src="/files/MawMo4FLEPWjs0TGl4Cd" alt="" data-size="original"> |
| Open vs. closed ceilings                          | Covered building vs. semi-open                          | <img src="/files/77oZBXEifrqRSv3CwSFv" alt="" data-size="original"> |
| Acoustics under bridges and overhangs             | Bridge area, covered walkways                           | <img src="/files/EJ3oM294Pbs7jxBkvDhR" alt="" data-size="original"> |
| Different absorption materials                    | Building with varied surface assignments                | <img src="/files/Fyf47gtvW7C96KBn9tiz" alt="" data-size="original"> |
| Chaos destruction                                 | Yellow destructible wall sections                       | <img src="/files/P84o0LRTkAYAhEJ5Vdwo" alt="" data-size="original"> |
| 100 flying birds                                  | Constant motion, optimized with frame spreading and LOD | <img src="/files/boiBzJBX2b6aqGUkuVtw" alt="" data-size="original"> |

#### Runtime Hotkeys

| Key | Action                             |
| --- | ---------------------------------- |
| `0` | Toggle system on/off               |
| `1` | Show results above nearby emitters |
| `2` | Show rays                          |
| `3` | Show hit points                    |
| `4` | Show detectors positions           |
| `5` | Dry-to-reverb ratio drive          |
| `6` | Cross-room on/off                  |
| `M` | Solo reverbs on/off                |

#### Console Commands

Open the console (`~`) in a Development build:

* `stat ewa` – core detection performance

  <div align="left"><figure><img src="/files/KAgpUtUlZkL1COAloOkX" alt=""><figcaption></figcaption></figure></div>
* `stat ewa_er` – ER DSP performance (Native Audio)

  <div align="left"><figure><img src="/files/VsRvTGcb2svVX0UadCL3" alt=""><figcaption></figcaption></figure></div>

***

Website: [excitedwaves.com](https://excitedwaves.com) · Contact: <contact@excitedwaves.com>


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