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.

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Install skill "ue5-audio-builder" with this command: npx skills add koshimazaki/ue-audio-skills/koshimazaki-ue-audio-skills-ue5-audio-builder

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)

PatternMetaSoundsBlueprintWwise
gunshotRandom → WavePlayer → Filter → EnvelopeFire event → triggerRandomSeqContainer + reverb bus
footstepsSurface → TriggerRoute → per-surface chainsLine trace → surface detectSwitchContainer + attenuation
ambientLooped layers + random details + LFO driftZone overlap volumesBlendContainer + RTPC volumes
ui_soundSine + AD Envelope (procedural)UI event routerUI bus (non-spatial)
weatherState-driven layers + crossfade + dynamic filterWeather state readerStateGroup + SwitchContainer
spatialITD Panner + processing chainPosition trackingDistance attenuation + HRTF
vehicle_engineTrigger Sequence → layered Wave Players + CompressorRPM/throttle paramsEngine bus + RTPC
sfx_generator7-stage synth (Gen→Spectral→Filter→Amp→FX)Parameter inputsFX bus chain
preset_morphMorph 0-1 → MapRange → filter paramsMorph sliderBlend preset bus
macro_sequenceGraph variables → InterpTo → filter chainStep triggersSequence 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

ModeConditionWhat happens
FullWwise + UE5 connectedCreates everything live
Wwise-onlyWwise connected, no UE5Creates Wwise hierarchy + offline MetaSounds spec
OfflineNeither connectedDry-run preview of all layers

Auto-detected from connection state. No config needed.

Cross-Layer Wiring

ConnectionFromTo
wwise_event → metasound_assetWwise EventMetaSounds Source
rtpc → ms_inputWwise GameParameterMetaSounds graph input
bp → wwiseBlueprint PostEventWwise Event
bp → ms_paramBlueprint SetFloatParameterMetaSounds graph input
audiolinkMetaSounds outputWwise 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

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ue5-blueprint-audio

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ue5-wwise-setup

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ue5-audio-mcp

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