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sound-cues

Development

Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.

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How to use this skill

Bring this guide into your coding agent with a prompt tailored to the tool you use.

  1. Open your project in Codex.
  2. Copy and paste the prompt below.
  3. Review files and risks before approving any action.
Prompt to paste
Inspect the Agent Skill at https://github.com/kevinpbuckley/VibeUE/blob/HEAD/Content/Skills/sound-cues/SKILL.md and all supporting files. Report provenance, permissions, scripts, dependencies, and security risks. Propose an exact installation into .agents/skills/sound-cues, but wait for my approval before writing files or running scripts.

Copying this prompt does not install or run the skill. Review third-party files before use.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "audio-and-metasounds"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Wrong skill for MetaSound assets? If the user asked about MetaSound, MS_ assets, or UMetaSoundSource, load the metasounds skill instead (via GetSkills / AgentSkillToolset). SoundCue and MetaSound are completely separate systems — do not use SoundCueService for MetaSound tasks.

Sound Cue Editor Skill

Service Access

import unreal
svc = unreal.SoundCueService()

Audio Flow Direction

Audio flows FROM leaves TOWARD root.

[WavePlayer] ──> [Random] ──> [Mixer] ──> [ROOT]
                                ^
                    [WavePlayer2] ──────┘
  • connect_nodes(parent, child, slot) means: child provides audio INTO parent at that input slot.
  • set_root_node(index) makes that node the final output (what you hear).

Critical Rules

⚠️ Bool Properties — b prefix stripped in Python

UE strips the b prefix from bool UPROPERTY names in Python:

C++ / UPROPERTYPython attribute
bSuccesssuccess
bIsRootNodeis_root_node
bLoopingis_looping
bStreamingis_streaming

⚠️ Node indices are positional and may shift

list_nodes() returns nodes in graph order — indices can change if new nodes are added. Always call list_nodes() to get current indices before connecting or modifying nodes.

⚠️ Quality Level node has a fixed slot count

add_quality_level_node creates a node whose input-slot count is governed by the project's audio quality levels (AudioQualitySettings), not by an argument — there is no num_inputs param. In a default/skeleton project this is often a single slot, so connect_nodes(..., slot=1) returns False. If a cue must select between sounds per scalability bucket, confirm the project defines multiple quality levels first; otherwise only slot 0 is wireable.

⚠️ New-cue defaults: volume_multiplier is 0.75, not 1.0

A freshly created empty cue reports volume_multiplier = 0.75 (the engine USoundCue default), pitch_multiplier = 1.0. Do not assert 1.0 for volume on a new cue — read it back instead.

⚠️ connect_nodes parameter order

# parent receives audio FROM child at slot
svc.connect_nodes(cue_path, parent_index, child_index, input_slot)

# CORRECT: WavePlayer(0) feeds into Random(1) at slot 0
svc.connect_nodes('/Game/MyCue', 1, 0, 0)

# WRONG: don't confuse child/parent order

Workflows

Create a Simple SoundCue

import unreal
svc = unreal.SoundCueService()

# Create the asset (optionally wire an initial WavePlayer)
r = svc.create_sound_cue('/Game/Audio/SC_Footstep', '')
assert r.success, r.message

# Add a WavePlayer node
r = svc.add_wave_player_node('/Game/Audio/SC_Footstep', '/Game/Audio/Footstep_01', -250, 0)
assert r.success

# Set it as the root (output)
nodes = svc.list_nodes('/Game/Audio/SC_Footstep')
svc.set_root_node('/Game/Audio/SC_Footstep', nodes[0].node_index)

# Save
svc.save_sound_cue('/Game/Audio/SC_Footstep')

Random from Multiple Waves

import unreal
svc = unreal.SoundCueService()
cue = '/Game/Audio/SC_Footsteps'

svc.create_sound_cue(cue, '')

# Add 3 wave players
for i, wave in enumerate(['/Game/Audio/Step_01', '/Game/Audio/Step_02', '/Game/Audio/Step_03']):
    svc.add_wave_player_node(cue, wave, -400, i * 150)

# Add a Random node to select one
svc.add_random_node(cue, -150, 150)

nodes = svc.list_nodes(cue)
# nodes[0..2] = WavePlayers, nodes[3] = Random
random_idx = next(i for i, n in enumerate(nodes) if 'Random' in n.node_class)
for i in range(3):
    svc.connect_nodes(cue, random_idx, i, i)  # each wave into random

svc.set_root_node(cue, random_idx)
svc.save_sound_cue(cue)

Mixer (parallel blend)

import unreal
svc = unreal.SoundCueService()
cue = '/Game/Audio/SC_Ambient'

svc.create_sound_cue(cue, '')
svc.add_wave_player_node(cue, '/Game/Audio/Wind', -400, 0)
svc.add_wave_player_node(cue, '/Game/Audio/Rain', -400, 150)
svc.add_mixer_node(cue, 2, -150, 75)   # 2 inputs

nodes = svc.list_nodes(cue)
wave0 = next(i for i, n in enumerate(nodes) if 'WavePlayer' in n.node_class and i == 0)
wave1 = next(i for i, n in enumerate(nodes) if 'WavePlayer' in n.node_class and i != wave0)
mixer = next(i for i, n in enumerate(nodes) if 'Mixer' in n.node_class)

svc.connect_nodes(cue, mixer, wave0, 0)
svc.connect_nodes(cue, mixer, wave1, 1)
svc.set_root_node(cue, mixer)
svc.save_sound_cue(cue)

Volume / Pitch / SoundClass

svc.set_volume_multiplier('/Game/Audio/SC_Explosion', 1.5)
svc.set_pitch_multiplier('/Game/Audio/SC_Explosion', 0.9)
svc.set_sound_class('/Game/Audio/SC_Explosion', '/Game/Audio/SC_SFX')

API Reference

Asset Lifecycle

MethodReturnsNotes
create_sound_cue(path, wave_path)FSoundCueResultwave_path='' for empty cue
duplicate_sound_cue(src_path, dst_path)FSoundCueResultcopy a cue to a new path
delete_sound_cue(path)booldeletes the asset from disk
get_sound_cue_info(path)FSoundCueInfonode count, root index, vol, pitch, duration
save_sound_cue(path)boolsaves to disk

Node Creation — all return FSoundCueResult

MethodNode TypeSpecial params
add_wave_player_node(path, wave_path, x, y)Leaf — plays a SoundWavewave_path optional
add_random_node(path, x, y)Picks one child randomly—
add_mixer_node(path, num_inputs, x, y)Blends children in parallelnum_inputs 1–32
add_concatenator_node(path, num_inputs, x, y)Plays children in sequencenum_inputs 2–32
add_modulator_node(path, x, y)Random pitch/volume variance—
add_attenuation_node(path, x, y)Spatial attenuation (graph node)—
add_looping_node(path, x, y)Loops its child—
add_delay_node(path, x, y)Adds a delay before playing—
add_switch_node(path, x, y)Routes by integer parameter—
add_enveloper_node(path, x, y)Volume/pitch envelope over time—
add_distance_cross_fade_node(path, num_inputs, x, y)Crossfades by distancenum_inputs 2–32
add_branch_node(path, x, y, bool_param='')Routes by bool parameter; True(0) False(1) Unset(2)optional param name last
add_param_cross_fade_node(path, num_inputs, x, y)Crossfades by named float paramnum_inputs 2–32
add_quality_level_node(path, x, y)One input per quality levelslot count = project quality levels (see note)

Node Management

MethodReturnsNotes
list_nodes(path)TArray<FSoundCueNodeInfo>index, class, children, is_root_node
connect_nodes(path, parent, child, slot)boolchild feeds audio INTO parent
disconnect_node(path, parent_index, slot)boolbreak a single input link
set_root_node(path, index)boolsets cue output node
set_wave_player_asset(path, index, wave_path)boolreassign wave on existing node
remove_node(path, index)booldelete a node from the graph
move_node(path, index, x, y)boolreposition a node in the graph
get_node_property(path, index, prop_name)FStringread any node UPROPERTY
set_node_property(path, index, prop_name, value)boolwrite any node UPROPERTY

Cue-Level Settings

MethodReturnsNotes
set_volume_multiplier(path, vol)bool—
set_pitch_multiplier(path, pitch)bool—
set_sound_class(path, class_path)bool—
set_attenuation(path, att_path)boolatt_path='' to clear
get_attenuation(path)FStringreturns asset path or ''
set_concurrency(path, conc_path, clear=False)boolconc_path='' + clear=True to clear all
get_concurrency(path)TArray<FString>list of assigned concurrency asset paths

FSoundCueNodeInfo fields

n.node_index      # int — position in list_nodes array
n.node_class      # str — e.g. "SoundNodeWavePlayer"
n.node_title      # str — display name
n.pos_x, n.pos_y  # float — graph position
n.is_root_node    # bool — True if this node is SoundCue.FirstNode
n.child_indices   # list[int] — indices of connected children (-1 = unconnected slot)

SoundWave Utilities

MethodReturnsNotes
get_sound_wave_info(sw_path)FSoundWaveInfoduration, sample rate, channels, looping, streaming
import_sound_wave(file_path, asset_path)FSoundCueResultimport .wav/.mp3 from disk
set_sound_wave_property(sw_path, prop, value)boolset any UPROPERTY by name

Common set_sound_wave_property property names:

PropertyNameTypeExample value
bLoopingbool"true"
bStreamingbool"true"
VolumeMultiplierfloat"1.5"
PitchMultiplierfloat"0.9"
SubtitlePriorityfloat"100.0"

FSoundWaveInfo fields

info.asset_path    # str
info.duration      # float — seconds
info.sample_rate   # int — Hz
info.num_channels  # int — 1=mono, 2=stereo
info.looping       # bool  (note: NOT is_looping — UE strips the 'b' only)
info.streaming     # bool  (note: NOT is_streaming)

FSoundCueResult fields

r.success      # bool
r.asset_path   # str
r.message      # str — human-readable status or error

Sample scripts (run via execute_python_code)

  • scripts/create_sound_cue.txt — create a SoundCue (optionally from a wave) and add nodes.