ue-audio-and-metasounds

Installation
SKILL.md

Audio & MetaSounds

The Unreal audio pipeline: a sound asset (USoundBase subclass) is activated either as a fire-and-forget one-shot or via a UAudioComponent for ongoing control. 3D sounds are positioned and faded using a USoundAttenuation asset. Mixing is handled through sound classes, submixes, and concurrency objects. MetaSounds are the modern, node-based, parameter-driven replacement for SoundCues.

When to use this skill

  • Playing SFX (gunshots, footsteps, impacts), music, or UI sounds from C++.
  • Attaching a looping or positional sound to an actor (engine hum, ambience).
  • 3D spatialization and distance falloff configuration.
  • Mixing: volume groups, ducking music under dialogue, limiting voice counts.
  • Procedural/parameterized audio (footsteps that vary, adaptive music) via MetaSounds.
  • Beat-synchronized audio events with the Quartz clock system.
  • Building or modifying MetaSound graphs at runtime via the Builder API.

Sound asset types

Installs
18
GitHub Stars
77
First Seen
Sep 9, 2026