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SPECIFICTION
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Meta XR Audio SDK

developers.meta.com

Free plan WindowsAndroid
Visit developers.meta.com
Spec score 7.6 #16 of 24 in Game Audio Middleware

What it is

Meta XR Audio SDK is a free development SDK for adding spatial audio to immersive VR and MR applications. It runs on Windows and Android, including Meta Quest development targets, and supports Unity, Unreal Engine, FMOD, and Wwise. HRTF-based object and ambisonic spatialization helps listeners locate sounds in three-dimensional space. The SDK also models room acoustics through reflections and reverberation for spatialized audio. Meta documents plugins for each supported engine or middleware. The Unreal plugin works with the Unreal Audio Engine independently of the Meta XR Plugin. Unity packages are distributed through the Meta Horizon Developer Center and Unity Asset Store. Version 85.0 is the final release, and development is feature-frozen. Compatibility with future engine and middleware versions is not guaranteed, and acknowledged bug reports may not receive fixes. The Wwise plugin is supported through Wwise Launcher and Audiokinetic, while Meta’s Wwise documentation will no longer be updated. The listed plan costs nothing.

Spec sheet

Purpose
The SDK provides spatial audio features for immersive applications, including HRTF rendering, ambisonic playback and room acoustics.Read 7 Oct 2026 · developers.meta.com
Intended users
Meta describes the SDK as a tool for development teams building immersive VR or MR experiences that use spatial audio.Read 7 Oct 2026 · developers.meta.com
Integrations
Meta documents plugins for Unity, Unreal, FMOD and Wwise.Read 7 Oct 2026 · developers.meta.com
Bug support
Meta says bug reports will be acknowledged, but fixes are not guaranteed.Read 7 Oct 2026 · developers.meta.com
Compatibility limit
Meta says compatibility with future versions of the supported engines and middleware is not guaranteed.Read 7 Oct 2026 · developers.meta.com
Distribution
The Unity package is available through the Meta Horizon Developer Center and the Unity Asset Store.Read 7 Oct 2026 · developers.meta.com
Feature status
Version 85.0 is the final release and the SDK is on feature freeze, with no further updates planned.Read 7 Oct 2026 · developers.meta.com
Headset support
Meta says its spatialization features support PCVR and development for Quest, Quest 2, Quest Pro, Quest 3 and Quest 3S.Read 7 Oct 2026 · developers.meta.com
Room acoustics
The SDK simulates room acoustics, including reflections and reverberation, for spatialized sounds.Read 7 Oct 2026 · developers.meta.com
Spatialization
The SDK uses HRTF-based object and ambisonic spatialization to help listeners localize audio sources in three-dimensional space.Read 7 Oct 2026 · developers.meta.com
Standalone plugin
The Unreal plugin integrates with the Unreal Audio Engine and operates independently of the Meta XR Plugin.Read 7 Oct 2026 · developers.meta.com
Wwise support
Meta says the Wwise plugin is now supported through Wwise Launcher and Audiokinetic, and its Meta Developer Center documentation will no longer be updated.Read 7 Oct 2026 · developers.meta.com

Plans and prices

Meta XR Audio SDK Free Version 85.0 · Unity 6 (minimum 2022.3.15f1), Unreal Engine 5.6, FMOD 2.03, Wwise 2025.1 last known-compatible Read 7 Oct 2026 · developers.meta.com

Every Meta XR Audio SDK plan and price →

Strong points and limits

Strong points

  • Free plan at free
  • HRTF and ambisonic spatialization
  • Room reflections and reverberation
  • Plugins for Unity, Unreal, FMOD, Wwise
  • Supports Windows and Android

Limits

  • Version 85.0 is the final release
  • No further updates are planned
  • Future engine compatibility is not guaranteed
  • Bug fixes are not guaranteed

Who it suits

It suits development teams building immersive VR or MR experiences that need spatial audio. Teams targeting Unity, Unreal Engine, FMOD, Wwise, Windows, Android, or Meta Quest can use the listed integrations and platforms.

Verdict

Meta XR Audio SDK covers spatialization and room acoustics across major immersive-audio tools at no listed cost. Its final-release status and limited future compatibility should be considered before adopting it for a long-lived project.

Where Specifiction places it

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