Quick answer: Unreal Chaos Vehicle wheel spin audio cue cranking to max on every bump? Wheel velocity reading spikes on contact - smooth the audio parameter input.

Engine roar audio modulated by RPM. Tire hits bump; audio jumps from idle to roar for one frame.

Smooth the wheel velocity

RPM = FMath::FInterpTo(RPM, RawRPM, deltaTime, 2.0f);

Low-pass the input. Spike frame doesn't drive audio fully.

Or use audio attack/release

MetaSounds or audio engine envelope. Attack 100ms, release 200ms; spike below attack threshold doesn't trigger.

Filter contact spikes

If wheel contact normal velocity exceeds N, skip the audio update for one frame. Skip frames are invisible; jumps aren't.

“Audio parameters that read physics need physics-rate smoothing.”

For vehicle audio, smoothing is non-optional. Spikes ruin the immersion more than missing details.

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