LeSound documentation?

Hello. Does anyone have a good on-line source for documentation (help manual) to AudioMotors, AudioRain, AudioWeather, AudioWind? LeSound Robot website is currently out-of-order https://www.lesound.io/. Thank you.

This post generated a “related topic” from 2020. Le Sound plug-ins used to be $800 !!!. Wow

Hi,

You could try reaching out to LeSound directly at contact@lesound.io to see if they can provide any documentation or guidance.

Here is why we need documentation…I’ve just spent the last 3 hours tearing out my hair. No matter what I did, I could not even get a simple FMOD Ambient Actor to play in the level (working with Unreal Engine)!

On one of my FMOD tracks, I had a LeSound plug-in. I did this days ago and did not consider issues of incompatibility. The LeSound plug-in plays fine in FMOD Studio, but!!!

UE either doesn’t work with LeSound or as one might expect, probably there is some additional configuration. I thought LeSound was for procedurally generated audio, but this is not the case. The information I read states that LeSound still requires raw audio files (to be loaded into UE).

So, if this is not procedurally generated (i.e., real-time synthesis), I see little benefit; why not just do the sound design prior to bringing assets into FMOD!?

Anyway, this experience is enough to make anyone explode (on Xmas Eve). … please documentation, documentation, documentation, documentation, …

I like A.l.lan’s summary : )

Thank you for sharing the additional information, and sorry to hear how frustrating this has been.

Could you please check whether Unreal is reporting any FMOD related errors or warnings in the Output Log when you try to play the event?

In particular, it would be helpful to know if there are any messages about missing DSP plugins or failed bank loads.

Also, just to confirm: are the AudioGaming plugins available to the FMOD runtime used by Unreal?

Some third-party FMOD plugins require additional setup beyond FMOD Studio, so checking the logs first should help clarify what’s happening.

Hello @li_fmod, I asked A.l.lan your question: “Are the Le Sound AudioWeather plugins available to the FMOD runtime used by Unreal?” A.l.lan told me “You must purchase a license from Le Sound to obtain the runtime plugin files (e.g., .dll, .so) needed for the game build. The version initially provided within FMOD Studio is often for trial purposes and will not function in the final packaged Unreal game.” So, I guess I’m hooped until the Le Sound developer are back on-line. Their website, which is not active, is all I can find.

I hunted around Git (taking into account the Le Sound URL) and came across a old project (e.g., AudioTexture Free). So, it would appear Le Sound is not currently active. By the way, I also tried reaching them via e-mail at the end of 2025. No reply. You may want to remove these particular Plugin Instruments from your current FMOD Suite, if we can’t actually deploy them in a game engine (!?)

Can you recommend any other procedural audio FMOD instruments (e.g., plug-ins)? I’d love to be able to introduce this important advancement in game audio tech. to my students.

I also ran a test to present you with the Output Log results. I have attached a graphic of UE Output Log. It was a very basic test. I dragged/dropped a 2D FMOD Event into the level editor of one of UE basic starter templates. At first, the 2D Event contained one looping audio file. Everything worked as expected. Secondly, I added Le Sound’s AudioWind to the 2D Event and rebuilt the FMOD Master bank. UE acknowledged the new build. In UE, however, the 2D Event no longer worked: “silence”. The Output Log confirms the plug-in error.

Thanks for running that test and sharing the UE Output Log screenshot, that’s very helpful.

From the screenshot it looks like FMOD is reporting a missing DSP plug-in (e.g. AudioWind). In that situation, the bank can fail to load correctly, and any events that reference the missing DSP may play as silence.

Have you tried to contact sales@fmod.com? They can advise on whether a plugin is available commercially and, if so, how it is purchased.

Sorry for the confusion here. FMOD Studio ships with a small number of trial plug-ins to allow evaluation in the tool. However, those do not imply guaranteed runtime support in any specific engine/platform without obtaining the appropriate licensed plug-in binaries from the vendor.

Also, we generally can’t remove them from Studio installers lightly, because there are existing users and shipped projects that may still rely on those plugins, and removing them could break backwards compatibility when opening older Studio projects.

As far as I know, there aren’t many actively maintained FMOD plugins that provide fully procedural audio generation in the way you’re describing.

If you’re open to an advanced option, FMOD supports writing custom DSP plugins via the DSP Plug-in API Guide.

There’s also a community thread with practical notes and Unreal-related discussion here: Creating a custom plugin