sound-cues

Create and edit Unreal Engine SoundCue assets with node graph authoring via SoundCueService.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Building SoundCue assets in Unreal Engine normally requires manual node-graph editing in the editor; this Skill lets an AI agent programmatically create SoundCues, add and connect audio nodes, and configure playback properties through the SoundCueService Python API.

Core Features & Use Cases

  • SoundCue Graph Authoring: Create cues and add nodes such as WavePlayer, Random, Mixer, Concatenator, Modulator, Attenuation, Delay, Looping, Switch, and cross-fade nodes, then wire them with correct parent/child audio flow.
  • Cue-Level Configuration: Set volume and pitch multipliers, sound classes, attenuation, and concurrency settings, plus import SoundWaves from .wav/.mp3 files on disk.
  • Use Case: Ask the agent to build a footstep SoundCue that randomly selects one of three wave files — it creates the asset, adds three WavePlayer nodes, connects them into a Random node, sets it as root, and saves the cue.

Quick Start

Create a SoundCue at /Game/Audio/SC_Footsteps that randomly plays one of my three footstep wave files and save it.

Frequently Asked Questions about sound-cues

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

FAQPage Schema
How do I create a SoundCue in Unreal Engine with Python?

Use unreal.SoundCueService().create_sound_cue(path, wave_path) to create the asset, then add nodes like add_wave_player_node and add_random_node, connect them with connect_nodes, set the root with set_root_node, and call save_sound_cue.

How do I make a SoundCue play a random sound from multiple waves?

Add one WavePlayer node per SoundWave, add a Random node, then connect each WavePlayer into the Random node's input slots with connect_nodes. Set the Random node as the root so it becomes the cue's output.

What is the difference between SoundCue and MetaSound in Unreal Engine?

SoundCue and MetaSound are completely separate audio systems in Unreal Engine. SoundCueService only works with SoundCue assets; for MetaSound or UMetaSoundSource assets you must use the dedicated metasounds skill instead.

Why does connect_nodes return False on a Quality Level node?

The Quality Level node's input slot count is fixed by the project's audio quality levels in AudioQualitySettings, not by a parameter. In a default project there is often only one slot, so connecting to slot 1 fails unless multiple quality levels are defined.

Why is my new SoundCue volume 0.75 instead of 1.0?

A freshly created SoundCue inherits the engine default volume_multiplier of 0.75, with pitch_multiplier at 1.0. Read the value back with get_sound_cue_info or set it explicitly with set_volume_multiplier rather than assuming 1.0.