build-system

📁 koshimazaki/ue-audio-skills 📅 4 days ago
1
总安装量
1
周安装量
#44600
全站排名
安装命令
npx skills add https://github.com/koshimazaki/ue-audio-skills --skill build-system

Agent 安装分布

amp 1
opencode 1
kimi-cli 1
codex 1
github-copilot 1
claude-code 1

Skill 文档

Build System — Full Pipeline Audio Generator

Orchestrate all three layers (MetaSounds + Blueprint + Wwise) to generate complete game audio systems from a single description.

Process

  1. Parse — Identify audio behaviours needed
  2. Decompose — Map to MetaSounds (DSP), Blueprint (triggers), Wwise (mixing)
  3. Generate — Build each layer using templates + knowledge
  4. Wire — Connect layers (AudioLink, RTPC, events)
  5. Validate — Check types, connections, paths

Available Patterns (10)

Pattern MetaSounds Blueprint Wwise
gunshot Random → WavePlayer → Filter → Envelope Fire event → trigger RandomSeqContainer + reverb bus
footsteps Surface → TriggerRoute → per-surface chains Line trace → surface detect SwitchContainer + attenuation
ambient Looped layers + random details + LFO drift Zone overlap volumes BlendContainer + RTPC volumes
ui_sound Sine + AD Envelope (procedural) UI event router UI bus (non-spatial)
weather State-driven layers + crossfade + dynamic filter Weather state reader StateGroup + SwitchContainer
spatial ITD Panner + processing chain Position tracking Distance attenuation + HRTF
vehicle_engine Trigger Sequence → layered Wave Players + Compressor RPM/throttle params Engine bus + RTPC
sfx_generator 7-stage synth (Gen→Spectral→Filter→Amp→FX) Parameter inputs FX bus chain
preset_morph Morph 0-1 → MapRange → filter params Morph slider Blend preset bus
macro_sequence Graph variables → InterpTo → filter chain Step triggers Sequence bus

MCP Tools

Single System

build_audio_system(pattern="gunshot", name="PlayerRifle", params={...})

AAA Project (6 categories)

build_aaa_project(project_name="MyGame")

Generates: player_footsteps, player_weapons, npc_footsteps, ambient_wind, weather, ui — each with dedicated bus, work units, events.

3 Execution Modes

Mode Condition What happens
Full Wwise + UE5 connected Creates everything live
Wwise-only Wwise connected, no UE5 Creates Wwise hierarchy + offline MetaSounds spec
Offline Neither connected Dry-run preview of all layers

Auto-detected from connection state. No config needed.

Cross-Layer Wiring

Connection From To
wwise_event → metasound_asset Wwise Event MetaSounds Source
rtpc → ms_input Wwise GameParameter MetaSounds graph input
bp → wwise Blueprint PostEvent Wwise Event
bp → ms_param Blueprint SetFloatParameter MetaSounds graph input
audiolink MetaSounds output Wwise Audio Input

AAA Bus Structure (auto-generated)

Master Audio Bus
├── SFX
│   ├── SFX_Footsteps
│   ├── SFX_Weapons
│   └── SFX_NPC
├── Ambient
│   ├── AMB_Wind
│   └── AMB_Weather
└── UI
    └── UI_Sounds

Output Format

## System: [Name]

### MetaSounds Patches
[JSON graph specs]

### Blueprint Logic
[Node descriptions / pseudo-code]

### Wwise Hierarchy
[Creation sequence with properties]

### Cross-Layer Wiring
[AudioLink + RTPC + event connections]

Source Files

  • Orchestrator: src/ue_audio_mcp/tools/systems.py
  • Templates: src/ue_audio_mcp/templates/ (22 JSON)
  • Wwise templates: src/ue_audio_mcp/tools/wwise_templates.py
  • Graph validator: src/ue_audio_mcp/knowledge/graph_schema.py

$ARGUMENTS