🔊 Fab Audio Product Checklist

Complete checklist for submitting sound effects, music, and audio assets to Epic's Fab marketplace

Based on Fab Technical Requirements

🎧 Audio Preview Requirements

Audio products MUST have a way for buyers to preview the sounds before purchase.

Audio Preview URL in Description

Audio products MUST include an audio preview URL in the Long Description.

🚨 Critical: This is a hard requirement. Link to SoundCloud, YouTube, or hosted audio player.

Preview Represents Product Quality

Audio preview should accurately represent the quality and style of included files.

💡 Tip: Include a mix of sounds from your pack. Don't just showcase the best one.

Preview Accessible Without Account

Buyers should be able to listen without creating accounts on third-party sites.

💡 Tip: SoundCloud embeds work well. Avoid platforms requiring login.

📁 Audio File Requirements

Technical requirements for audio files in Unreal Engine projects.

WAV Format for Import

Audio files must be imported into the engine as .wav files.

🚨 Critical: UE imports WAV format. Don't submit MP3, OGG, or other formats as source.

No Hitching or Distortion

Audio files must not contain unintended hitching, clicks, pops, or distortion.

🚨 Critical: Listen to each file carefully. Check starts, ends, and loop points for artifacts.

Highest Quality Possible

Provide audio files in the highest quality possible.

🚨 Critical: 44.1kHz or 48kHz, 16-bit or 24-bit. Don't upscale compressed sources.

Consistent Volume Levels

Audio files in a pack should have consistent, normalized volume levels.

💡 Tip: Normalize to -3dB to -6dB peak. Users shouldn't need to adjust each sound individually.

Clean Loop Points (if applicable)

Looping audio should loop seamlessly without clicks or pops.

💡 Tip: Test loops in-engine. Use zero-crossing points for loop boundaries.

Appropriate Silence Trimming

Remove excessive silence at start and end of files (keep intentional timing).

💡 Tip: Brief fade-in/out is fine. Don't trim natural decay from reverb/instruments.

📂 Project Structure

Content-only projects have specific folder requirements.

No Local Folders

Remove Binaries, Build, Intermediate, Saved, and Plugins folders.

MyAudioPack/ ├── Config/ ├── Content/ │ └── MyAudioPack/ │ ├── Ambience/ │ ├── Music/ │ ├── SFX/ │ └── Cues/ └── MyAudioPack.uproject
🚨 Critical: Audio-only projects are content-only and must not have Plugins folder.

Single Top-Level Content Folder

All assets in ONE folder under Content. No other files directly under Content.

🚨 Critical: Prevents migration conflicts when users import to their projects.

Logical Subfolder Organization

Organize sounds by type, category, or usage.

💡 Tip: Ambience/, Music/, SFX/Weapons/, SFX/UI/, etc. Makes finding assets easy.

Descriptive File Names

Name files clearly to describe what they are.

Good: Explosion_Large_01.wav, Footstep_Grass_Walk.wav Bad: Sound1.wav, final_v2_FINAL.wav
💡 Tip: Include variations in name: _01, _02, etc. Users will search for these.

File Paths Under 140 Characters

All asset paths must be 140 characters or less.

💡 Tip: Keep folder and file names concise but descriptive.

English Alphanumeric Names Only

Use only English letters, numbers, and underscores in names.

💡 Tip: No spaces, special characters, or non-ASCII characters.

Redirectors Cleaned Up

Fix all asset redirectors before submission.

💡 Tip: Right-click Content folder → Fix Up Redirectors in Folder.

🎛️ Sound Cues & MetaSounds

Adding Sound Cues or MetaSounds increases product value and usability.

Consider Including Sound Cues

Pre-configured Sound Cues add value for users.

💡 Tip: Randomized variations, attenuation settings, and pitch modulation ready to use.

Document Cue Features

If including Cues, document what they do.

💡 Tip: "Random variation of 5 sounds with pitch randomization" helps users understand value.

Attenuation Settings Appropriate

If providing attenuation, ensure distances are appropriate for sound type.

💡 Tip: Gunshots should be heard far away. Footsteps should be closer range.

🗺️ Demo Map

A demo map showing audio in context is helpful but not always required.

Consider Including Demo Map

For ambient sounds or music, a demo map can showcase the audio in context.

💡 Tip: Simple environment with audio triggers. Especially useful for ambient packs.

No Errors on Map Load

If including a map, it must load without errors or consequential warnings.

💡 Tip: Test in fresh project. Check Output Log for issues.

🎮 Engine Version Support

Audio-only content has straightforward version support.

Latest Engine Version on Initial Submit

New products must support the latest version of Unreal Engine.

🚨 Critical: Audio assets are generally compatible across versions. Just set the latest.

Support at Least One of Latest Three Versions

Maintain support for one of the three latest engine versions.

💡 Tip: Audio-only content rarely needs updates for new engine versions.

📝 Product Page

Marketing and metadata requirements for audio products.

English with Proper Grammar

All text must be in English with correct spelling and grammar.

💡 Tip: Professional descriptions inspire confidence in audio quality.

Sound Count and Types Listed

Document exactly how many sounds and what types are included.

💡 Tip: "50 Explosion SFX (10 Large, 20 Medium, 20 Small)" is better than "Lots of explosions".

Technical Specs Documented

Include sample rate, bit depth, and file format information.

💡 Tip: "All files: 48kHz, 16-bit WAV, Stereo" in Technical Information.

Accurate Tags

Use relevant tags for the type of audio content.

💡 Tip: "Audio", "Sound Effects", "Music", genre-specific tags as appropriate.

AI Usage Disclosed

Disclose if generative AI was used to create the audio.

💡 Tip: AI-generated music or sound effects must be declared.

⚖️ Licensing & Rights

Ensure you have rights to distribute all audio content.

You Own or Have Rights to All Audio

All audio must be original or properly licensed for redistribution.

🚨 Critical: No samples from commercial libraries unless they permit redistribution.

Third-Party Software Declaration

If using third-party samples or tools, declare it.

💡 Tip: Even royalty-free samples may need declaration. Check licenses carefully.

Ready to Submit?

Ensure all critical items (🚨) are checked before submitting your audio product!

📖 Official Fab Requirements