metasounds

Create and edit MetaSound Source assets by adding nodes, wiring pins, and setting input defaults.

648|142|Updated Sep 12, 2025
One-click install
npx skills add https://github.com/kevinpbuckley/VibeUE --skill metasounds
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: metasounds
Source: https://github.com/kevinpbuckley/VibeUE/tree/main/Content/Skills/metasounds
Command: npx skills add https://github.com/kevinpbuckley/VibeUE --skill metasounds

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Building procedural audio in Unreal Engine requires manually authoring MetaSound graphs in the editor, which is slow and hard to automate. This Skill lets you create and modify MetaSound Source assets programmatically through the MetaSoundService Python API.

Core Features & Use Cases

  • Graph Authoring: Create MetaSound Source assets, add DSP nodes (Sine, Wave Player, Mixer), connect pins, and set input defaults such as oscillator frequency.
  • Graph I/O and Discovery: Add runtime-exposed graph inputs/outputs and discover any of the 400+ registered node classes via filtered search.
  • Use Case: Generate a one-shot gunshot sound by creating a Mono MetaSound, adding a Wave Player node wired from the On Play trigger to the audio output sink, and assigning a SoundWave asset — all from a single script.

Quick Start

Ask the AI to create a MetaSound asset that plays an 880 Hz sine tone and save it under /Game/Audio.

Frequently Asked Questions about metasounds

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a MetaSound Source asset in Unreal Engine with Python?

Call unreal.MetaSoundService().create_meta_sound(package_path, asset_name, output_format) with a format like "Mono" or "Stereo". The new asset comes pre-wired with On Play, On Finished, and audio output interface nodes, then you add and connect DSP nodes before saving.

How do I connect nodes in a MetaSound graph?

Use connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name) with the GUID node IDs returned by add_node. Interface pins require exact vertex names like "UE.Source.OnPlay" or "UE.OutputFormat.Mono.Audio:0", not their editor display names.

Why is my Stereo MetaSound only playing on one channel?

Stereo MetaSound Sources expose two separate audio output nodes, one per channel (Left :0, Right :1). You must collect every Output node with an Audio-type input pin and feed both, otherwise one side stays silent.

Can MetaSounds use SoundCue-style SoundNodeWavePlayer nodes?

No, MetaSound Sources do not support SoundCue nodes. Use the Wave Player MetaSound node instead, discovered via list_available_nodes("Wave Player"), and set its Wave Asset input to a SoundWave asset path.

How do I find the correct node name and variant to add?

Call list_available_nodes with a search filter like "Sine" or "Delay" to get each node's namespace, name, and variant. Editor display names differ from these values, so guessing them causes add_node failures.