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.