unreal-metasounds

Design, parameterize, mix, and debug procedural audio with Unreal Engine 5.8 MetaSounds.

Updated May 28, 2023
One-click install
npx skills add https://github.com/steveulrich/ProjectB --skill unreal-metasounds-steveulrich
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unreal-metasounds
Source: https://github.com/steveulrich/ProjectB/tree/main/.cursor/skills/unreal-metasounds
Command: npx skills add https://github.com/steveulrich/ProjectB --skill unreal-metasounds-steveulrich

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building procedural game audio in Unreal Engine involves choosing between MetaSound Sources, Patches, Presets, Audio Modulation, and Quartz, and mistakes like using Variables instead of Inputs or keeping OneShot on loops cause silent, clicking, or never-ending sounds. This Skill provides a structured decision and debugging workflow for UE 5.8 audio. ## Core Features & Use Cases - Asset architecture selection: Decide between MetaSound Source, Patch, Preset, Sound Wave, Audio Modulation, or Quartz based on the sound's job. - Runtime parameter control: Drive MetaSound Inputs and Triggers through Audio Components with correct set-before-Play ordering. - Debugging and performance: Diagnose silent, clicking, repeating, or expensive audio with a symptom matrix and isolation ladder. - Use Case: You need a surface-aware footstep system with random variation, concurrency limits, and mix routing. Use this Skill to define the input interface, variation rules, attenuation, and acceptance checks. ## Quick Start Use the unreal-metasounds skill to design a randomized impact sound with surface and strength inputs, proper one-shot lifetime, and concurrency settings.

Frequently Asked Questions about unreal-metasounds

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

FAQPage Schema
How do I set MetaSound parameters at runtime in Unreal Engine?▼

Set MetaSound parameters through the playing Audio Component's parameter setters, using names and types that exactly match the graph Inputs. Set all first-block-critical parameters before calling Play, and use Trigger inputs for discrete events like release or reroll.

What is the difference between MetaSound Source, Patch, and Preset?▼

A MetaSound Source is the only directly playable asset. A Patch encapsulates reusable graph behavior embedded in other MetaSounds, and a Preset inherits a read-only graph with overridden default Inputs for variants sharing the same behavior contract.

Why is my MetaSound silent or clicking in Unreal Engine?▼

Silence usually comes from the source not playing, a broken output route, gain/envelope issues, or early On Finished triggering. Clicks come from waveform or gain discontinuities, missing release envelopes, abrupt stops, or DC offset in the signal.

Can Blueprint access MetaSound Variables during playback?▼

No, MetaSound Variables are graph-internal and cannot be accessed from Blueprint, and external changes during playback are not registered. Use Inputs for any caller-driven state that must change while the sound plays.

When should I use Audio Modulation instead of MetaSound parameters?▼

Use Audio Modulation with Control Buses for shared cross-category mix state like master, music, or dialogue volume, rather than updating every MetaSound instance each frame. Use MetaSound Inputs for per-source values that change during playback.

How do I make a looping MetaSound stop correctly?▼

Remove the UE.Source.OneShot interface from indefinite sounds and define external stop or fade cleanup through the owning Audio Component. Stop and release the component on owner destruction, state exit, or cancellation to avoid sounds that never end.