ue5-audio-builder

Generates complete game audio systems spanning MetaSounds, Blueprint, and Wwise layers.

6|2|Updated Feb 6, 2026
One-click install
npx skills add https://github.com/koshimazaki/UE-AUDIO-MCP --skill ue5-audio-builder-koshimazaki
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue5-audio-builder
Source: https://github.com/koshimazaki/UE-AUDIO-MCP/tree/main/.claude/skills/ue5-audio-builder
Command: npx skills add https://github.com/koshimazaki/UE-AUDIO-MCP --skill ue5-audio-builder-koshimazaki

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building a complete game audio system requires coordinating three separate layers — MetaSounds DSP graphs, Blueprint event triggers, and Wwise mixing hierarchies — which is slow and error-prone when done manually across Unreal Engine 5 and Wwise. ## Core Features & Use Cases - Full Pipeline Generation: Orchestrates MetaSounds (DSP), Blueprint (triggers), and Wwise (mixing) from a single natural language description, with cross-layer wiring via AudioLink, RTPC, and events. - 10 Built-in Patterns: Includes gunshot, footsteps, ambient, UI, weather, spatial, vehicle engine, SFX generator, preset morph, and macro sequence templates. - AAA Project Scaffolding: Generates a six-category project structure (player footsteps, weapons, NPC, ambient, weather, UI) with dedicated buses, work units, and events. - Use Case: Ask for a footsteps system and receive a MetaSounds surface-detection graph, Blueprint line-trace logic, and a Wwise SwitchContainer with attenuation, all wired together. ## Quick Start Ask the AI to build a complete footsteps audio system for your character with surface detection and Wwise mixing.

Frequently Asked Questions about ue5-audio-builder

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

FAQPage Schema
How do I generate a complete game audio system for Unreal Engine 5?

Describe the audio behavior in natural language, and the skill decomposes it into MetaSounds DSP graphs, Blueprint trigger logic, and Wwise mixing hierarchies. It then wires the layers together using AudioLink, RTPC, and events.

What audio patterns are available for MetaSounds and Wwise generation?

Ten patterns are built in: gunshot, footsteps, ambient, ui_sound, weather, spatial, vehicle_engine, sfx_generator, preset_morph, and macro_sequence. Each pattern defines the MetaSounds graph, Blueprint logic, and Wwise structure for that sound type.

Does this work without Wwise or Unreal Engine connected?

Yes, it auto-detects connection state and runs in three modes. Full mode creates everything live, Wwise-only mode builds the Wwise hierarchy with an offline MetaSounds spec, and Offline mode produces a dry-run preview of all layers.

How are MetaSounds, Blueprint, and Wwise connected together?

Cross-layer wiring maps Wwise events to MetaSounds assets, RTPC game parameters to MetaSounds graph inputs, and Blueprint PostEvent or SetFloatParameter nodes to Wwise events and graph inputs. AudioLink routes MetaSounds output into Wwise.

Can it generate a full AAA audio project structure?

Yes, the build_aaa_project function generates six categories — player footsteps, player weapons, NPC footsteps, ambient wind, weather, and UI — each with dedicated buses, work units, and events under a master bus hierarchy.