ue5-wwise-setup

Automates Wwise project setup via WAAPI HTTP API for bus hierarchies, RTPCs, events, and SoundBanks.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up a complete Wwise project for Unreal Engine 5 involves dozens of repetitive authoring steps—creating bus hierarchies, game parameters, switches, events, and SoundBanks—which are slow and error-prone when done manually in the Wwise UI. ## Core Features & Use Cases - WAAPI HTTP Automation: Create buses, RTPCs, switch/state groups, containers, events, and SoundBanks programmatically via curl or Python against port 8090. - AudioLink Integration: Route MetaSounds audio into Wwise for mixing and spatialization, covering both the Wwise-side ActorMixer setup and the UE5-side WwiseAudioLinkComponent configuration. - UE5 Integration Guidance: Configure .uproject plugins, DefaultGame.ini AkSettings, audio routing modes, and SoundBank reconciliation. - Use Case: Ask the agent to build a full game audio project from scratch—it executes the 8-phase recipe from bus hierarchy through SoundBank generation and project save. ## Quick Start Ask the agent to create a standard game audio bus hierarchy with SFX, NPC, Ambient, Music, and VO buses in your open Wwise project using WAAPI.

Frequently Asked Questions about ue5-wwise-setup

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

FAQPage Schema
How do I create Wwise buses and events programmatically with WAAPI?

Send HTTP POST requests to http://127.0.0.1:8090/waapi with the ak.wwise.core.object.create URI, specifying parent path, type, and name in args. Use onNameConflict merge to avoid duplicate errors and always include an empty options object.

How to route MetaSounds audio into Wwise with AudioLink?

Create an ActorMixer with Sound objects in Wwise, set each Sound's source to the Wwise Audio Input plugin manually in the UI, then add a WwiseAudioLinkComponent in your UE5 Blueprint pointing to a WwiseAudioLinkSettings data asset with the matching StartEvent.

Why are my generated Wwise SoundBanks empty or stale?

Set clearAudioFileCache to true in the ak.wwise.core.soundbank.generate call to force reconversion. If events were deleted and recreated, delete the entire SoundBank and re-add inclusions, since stale GUIDs persist in old inclusions.

Can WAAPI create the Audio Input source plugin automatically?

No, WAAPI cannot create SourcePlugin instances. You must manually right-click each Sound object in the Wwise UI and set its source to the Wwise Audio Input plugin; the source name itself is irrelevant.

Why does Wwise fail to initialize in Unreal Engine 5?

Wwise settings belong in DefaultGame.ini under [/Script/AkAudio.AkSettings], not DefaultEngine.ini, which causes Audio Device Manager Initialization Failed. Also verify both Wwise and WwiseSoundEngine plugins are listed in your .uproject file.

What are the limitations of editing Wwise project files directly?

Never edit .wwu XML files directly with scripts or string replacement; use WAAPI exclusively. Also delete macOS ._*.wwu metadata files on external drives, since Wwise attempts to parse them as work units and fails.