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Shot Forge

REALISTIC GUNFIRE DESIGNER FOR UNREAL

Build a gunshot inside the Unreal Editor — muzzle blast, ballistic crack, mechanism, room — then press one button and it writes ready-to-use SoundCue and MetaSound assets straight into your open project. Nothing is pre-recorded. Every shot is synthesised from 26 physically-modelled layers.

Shot Forge in the Unreal Editor
The tool open over your level editor. No DAW, no sample packs.
▶ TRY IT FREEthe original browser synthesizer — runs in your browser, no install ★ GET THE PLUGINon Fab — the full Unreal version

>> WHAT IT DOES

Open the Shot Forge tab, design a shot, press SEND TO UNREAL. The takes land as SoundWaves, alongside a plain SoundCue that plays a random take per trigger and a MetaSound built with Epic's own MetaSound Builder — all in one folder named after your weapon. Hook the cue to your fire event and you are done.

The button follows the view: SIMPLE exports one shot, DETAILED a whole weapon, DUAL FADE two voices that crossfade as the magazine empties.

>> WHAT YOU GET

  • The Weapon Bench — four slots and a magazine that counts down. The first round out of a full mag does not sound like the thirtieth, and the last does not sound like the dry click after it.
  • Ammo-state export — a SoundCue per slot plus a MetaSound that reads the ammo count and routes a single trigger to the right one.
  • Dual fade — two voices whose balance follows the magazine. The maths lives in the graph, so you can retune it in engine.
  • 26 layers, 138 parameters — Friedlander muzzle blast, N-wave ballistic crack, ground reflection after Maher 2007, mic saturation after Hacihabiboglu 2017.
  • Seeded identity — tweak a control and you are editing the same gun. Save a preset and it loads back identical.
  • Variation sets — 5, 10 or 15 distinct takes per import, so automatic fire never repeats itself.
  • Royalty free — every sound you generate is yours, any project, no attribution.

>> SEE IT

It is an editor tab, in the editor that owns your project.
It is an editor tab, in the editor that owns your project.
FIRST, NORMAL, LAST, EMPTY — a magazine that counts down.
FIRST, NORMAL, LAST, EMPTY — a magazine that counts down.
One trigger in, the right shot out. Two Blueprint nodes to hook up.
One trigger in, the right shot out. Two Blueprint nodes to hook up.
A plain SoundCue: a Random node over every take, built for you.
A plain SoundCue: a Random node over every take, built for you.
And a MetaSound — one labelled band per section.
And a MetaSound — one labelled band per section.

>> THE TECHNICAL BIT

Editor-only. It adds nothing to your packaged game. The sounds it builds are ordinary Unreal assets and ship like any other asset.

Unreal Engine 5.6, 5.7 and 5.8, Windows editor. Each engine version has its own build.

Requires two plugins that ship with Unreal — Python Editor Script Plugin (runs the import) and MetaSound (the asset type it generates). Both are enabled automatically. Nothing third-party to download.

Assets build under /Game/TAA/ShotForge/YourName/.

>> IF SOMETHING BREAKS

► SEND TO UNREAL does nothing / no assets appear
The import step needs the Python Editor Script Plugin. It ships with Unreal and is normally on by default, but check Edit > Plugins and search for Python. Enable it, restart the editor, try again.
► I cannot find it in the Content Browser
Plugin content is hidden by default. In the Content Browser open Settings and tick Show Plugin Content. The toolbar button and the Tools > Tommy Allen Acoustics menu work whether you do this or not.
► Where did my sounds go?
Into your open project under /Game/TAA/ShotForge/<YourName>/ — the SoundWaves, a plain SoundCue and a MetaSound Source. If you used DOWNLOAD instead, raw WAVs land in your project's Saved/ folder and the tool prints the exact path.
► The plugin will not enable after install
Each engine version has its own build. Make sure the one you installed matches the engine you are opening — 5.6, 5.7 and 5.8 are separate downloads. Windows editor only.
► The first sound takes ages to play, or I have to click twice
Fixed — update to the latest version. The editor tab used to create its audio device in a suspended state and never wake it, so the first sound was scheduled silently and arrived late, and everything queued behind it fired at once.
► Do I have to wire up the ammo count?
Only for the ammo-aware assets, and it is two Blueprint nodes on the weapon's Audio Component: Set Int Parameter "AmmoCount", then Set Trigger Parameter "Fire". If you never wire it, nothing breaks — AmmoCount defaults to mid-magazine and you get an ordinary shot.
✉ SUPPORT

Questions, bug reports and feature requests go through the Support link on the Fab listing — that reaches me directly, and I answer.

▶ TRY IT FREEno install, no account ★ GET THE PLUGINon Fab — the full Unreal version