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ue5-audio-builder

Full pipeline audio system generator. Use when building complete game audio systems that span MetaSounds + Blueprint + Wwise layers, generating AAA project structures, or orchestrating multi-layer audio from a natural language description.

personAuthor: jakexiaohubgithub

Build System — Full Pipeline Audio Generator

Orchestrate all three layers (MetaSounds + Blueprint + Wwise) to generate complete game audio systems from a single description.

Process

  1. Parse — Identify audio behaviours needed
  2. Decompose — Map to MetaSounds (DSP), Blueprint (triggers), Wwise (mixing)
  3. Generate — Build each layer using templates + knowledge
  4. Wire — Connect layers (AudioLink, RTPC, events)
  5. Validate — Check types, connections, paths

Available Patterns (10)

| Pattern | MetaSounds | Blueprint | Wwise | |---------|-----------|-----------|-------| | gunshot | Random → WavePlayer → Filter → Envelope | Fire event → trigger | RandomSeqContainer + reverb bus | | footsteps | Surface → TriggerRoute → per-surface chains | Line trace → surface detect | SwitchContainer + attenuation | | ambient | Looped layers + random details + LFO drift | Zone overlap volumes | BlendContainer + RTPC volumes | | ui_sound | Sine + AD Envelope (procedural) | UI event router | UI bus (non-spatial) | | weather | State-driven layers + crossfade + dynamic filter | Weather state reader | StateGroup + SwitchContainer | | spatial | ITD Panner + processing chain | Position tracking | Distance attenuation + HRTF | | vehicle_engine | Trigger Sequence → layered Wave Players + Compressor | RPM/throttle params | Engine bus + RTPC | | sfx_generator | 7-stage synth (Gen→Spectral→Filter→Amp→FX) | Parameter inputs | FX bus chain | | preset_morph | Morph 0-1 → MapRange → filter params | Morph slider | Blend preset bus | | macro_sequence | Graph variables → InterpTo → filter chain | Step triggers | Sequence bus |

MCP Tools

Single System

build_audio_system(pattern="gunshot", name="PlayerRifle", params={...})

AAA Project (6 categories)

build_aaa_project(project_name="MyGame")

Generates: player_footsteps, player_weapons, npc_footsteps, ambient_wind, weather, ui — each with dedicated bus, work units, events.

3 Execution Modes

| Mode | Condition | What happens | |------|-----------|-------------| | Full | Wwise + UE5 connected | Creates everything live | | Wwise-only | Wwise connected, no UE5 | Creates Wwise hierarchy + offline MetaSounds spec | | Offline | Neither connected | Dry-run preview of all layers |

Auto-detected from connection state. No config needed.

Cross-Layer Wiring

| Connection | From | To | |-----------|------|-----| | wwise_event → metasound_asset | Wwise Event | MetaSounds Source | | rtpc → ms_input | Wwise GameParameter | MetaSounds graph input | | bp → wwise | Blueprint PostEvent | Wwise Event | | bp → ms_param | Blueprint SetFloatParameter | MetaSounds graph input | | audiolink | MetaSounds output | Wwise Audio Input |

AAA Bus Structure (auto-generated)

Master Audio Bus
├── SFX
│   ├── SFX_Footsteps
│   ├── SFX_Weapons
│   └── SFX_NPC
├── Ambient
│   ├── AMB_Wind
│   └── AMB_Weather
└── UI
    └── UI_Sounds

Output Format

## System: [Name]

### MetaSounds Patches
[JSON graph specs]

### Blueprint Logic
[Node descriptions / pseudo-code]

### Wwise Hierarchy
[Creation sequence with properties]

### Cross-Layer Wiring
[AudioLink + RTPC + event connections]

Source Files

  • Orchestrator: src/ue_audio_mcp/tools/systems.py
  • Templates: src/ue_audio_mcp/templates/ (22 JSON)
  • Wwise templates: src/ue_audio_mcp/tools/wwise_templates.py
  • Graph validator: src/ue_audio_mcp/knowledge/graph_schema.py

$ARGUMENTS