unreal-metasounds

Unreal Engine MetaSounds skill for procedural audio, real-time synthesis, and advanced audio graphs.

509 stars

Best use case

unreal-metasounds is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Unreal Engine MetaSounds skill for procedural audio, real-time synthesis, and advanced audio graphs.

Teams using unreal-metasounds should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unreal-metasounds/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unreal-metasounds/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unreal-metasounds/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unreal-metasounds Compares

Feature / Agentunreal-metasoundsStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Unreal Engine MetaSounds skill for procedural audio, real-time synthesis, and advanced audio graphs.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unreal MetaSounds Skill

MetaSounds procedural audio system for Unreal Engine.

## Overview

This skill provides capabilities for implementing procedural audio using Unreal's MetaSounds system.

## Capabilities

### Audio Graphs
- Create MetaSound sources
- Build audio processing graphs
- Handle triggers and parameters
- Implement custom nodes

### Synthesis
- Use oscillators
- Implement filters
- Create envelopes
- Handle modulation

### Procedural Audio
- Generate sound effects
- Create adaptive music
- Implement audio variations
- Handle randomization

### Integration
- Trigger from gameplay
- Control parameters
- Handle spatialization
- Manage performance

## Prerequisites

- Unreal Engine 5.0+
- MetaSounds plugin enabled

## Usage Patterns

### MetaSound Source

```
1. Create MetaSound Source
2. Add input parameters
3. Build audio graph
4. Configure output
5. Use in Sound Cue or directly
```

### Parameter Control

```cpp
UAudioComponent* AudioComp = CreateAudioComponent();
AudioComp->SetFloatParameter(FName("Intensity"), 0.8f);
AudioComp->SetTriggerParameter(FName("OnHit"));
```

## Best Practices

1. Use presets for common patterns
2. Profile CPU usage
3. Handle voice management
4. Use groups for organization
5. Test on all platforms

## References

- [MetaSounds Documentation](https://docs.unrealengine.com/5.0/en-US/metasounds-in-unreal-engine/)

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