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.