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░░░░░░░░░░░░░░░░░░ AI Game Audio — Wwise + MetaSounds + Blueprints ░░░░░░░░░░░░░░░░░░░
AI-powered game audio toolkit — MetaSounds graph generation & export, project scanning, and Wwise/Blueprint knowledge base via MCP for Unreal Engine 5.7.
One MCP server. UE5 Plugin, three audio engines, five custom nodes for SID chip emulation. 74 tools. 195 engine-verified MetaSounds nodes. Optimised for Unreal Engine 5.7 and Wwise 2025.
"Create a footsteps sound setup for my character -- use MetaSounds noise and filter in the patch, Blueprint trigger on anim notify"
MCP generates the MetaSounds DSP graph (noise -> filter -> AD envelope) and outputs Blueprint wiring for the animation trigger.
Claude / Cursor / Any MCP Client
|
| MCP Protocol (stdio)
v
+---------------------------+
| UE Audio MCP |
| 74 tools |
| 1053 knowledge entries|
+---------------------------+
|
+-------------+-------------------+
v v v
+----------------+ +------------+ +------------------+
| Wwise Tools | | MetaSounds | | Blueprint Tools |
| (WAAPI) | | Tools | | (TCP + Knowledge)|
| 21 tools | | 24 tools | | 16 tools |
+-------+--------+ +-----+------+ +--------+---------+
| | |
v v v
+----------------+ +---------------------------+
| Wwise App | | UE5 C++ Plugin |
| WAAPI :8080 | | TCP:9877 (43 commands) |
+----------------+ | MetaSounds Builder API |
| Blueprint Graph Scanner |
| Editor Menu Integration |
+---------------------------+
| Layer | Engine | Role | Analogy |
|---|---|---|---|
| Blueprint | UE5 | WHEN -- detects game events, sets parameters | Stage manager |
| MetaSounds | UE5 | WHAT -- procedural DSP, synthesis | The instrument |
| Wwise | Standalone | HOW -- mixing, buses, spatialization, delivery | The mixing desk |
BLUEPRINT (WHEN) METASOUNDS (WHAT) WWISE (HOW)
---------------- ----------------- ------------
Player shoots -> Gunshot synthesis -> SFX bus, reverb
Player steps on grass -> Soft filtered step -> Distance attenuation
Weather changes to rain -> Layered rain + drops -> Ambient bus, RTPC mix
Vehicle accelerates -> Engine layer blend -> Vehicle bus, compression
C64 chiptune plays -> ReSID SID Chip node -> Music bus, stereo mix
# 1. MCP Server (Python)
git clone https://github.com/koshimazaki/UE-AUDIO-MCP.git
cd UE-AUDIO-MCP && pip install -e ".[dev]"
ue-audio-mcp// 2. MCP Client Config (Claude Code, Cursor, etc.)
{
"mcpServers": {
"ue-audio-mcp": { "command": "ue-audio-mcp", "transport": "stdio" }
}
}// 3. UE5 Plugin — copy to project Plugins/ folder, enable in plugin manager
ue5_plugin/UEAudioMCP/ → Editor module (TCP server, 43 commands)
ue5_plugin/SIDMetaSoundNodes/ → Runtime module (SID chip nodes)
Works without Wwise or UE5 running -- knowledge base, templates, and offline mode always available.
| Requirement | Version |
|---|---|
| Unreal Engine | 5.7.2+ (MetaSounds Builder API, experimental since 5.4) |
| Wwise | 2025.1.4+ (WAAPI enabled, WebSocket on localhost:8080) |
| Python | 3.10+ |
- 74 MCP tools -- Wwise (21), MetaSounds (24), Blueprint (16), World Setup (7), UE5 Core (4), orchestration (2)
- 1053 knowledge entries -- 195 MetaSounds nodes, 347 aliases, 66 WAAPI functions, 55 BP audio functions, TF-IDF search
- 73 templates -- 33 MetaSounds DSP + 34 Blueprint logic + 6 Wwise hierarchy (33/33 MS validated)
- 43 C++ TCP commands -- MetaSounds Builder API, Blueprint builder, world setup, graph scanning, asset queries
- 5 custom C++ nodes -- ReSID SID chip emulator (oscillator, envelope, filter, voice, full chip)
- 11 audio system patterns -- gunshot, footsteps, ambient, vehicle, weather, UI, SID synth...
- Editor menu -- Scan Project, Export MetaSounds, Server Status from UE5 menu bar
- Engine sync -- 842 MS nodes + 979 BP functions synced from live UE5 editor
12 templates from shipped games: Lyra (random EQ, whizby, stereo balance, gameplay cues, anim notify audio) and StackOBot (array player, looped sound, EQ+delay).
See TOOLS_AND_COMMANDS.md for full tool listing, command reference, sound designer workflows, template catalogue, and knowledge base details.
5 custom C++ MetaSounds nodes wrapping a cycle-accurate MOS 6581/8580 SID chip emulator. The same reSID core running in the SIDKIT project, now available as native MetaSounds DSP nodes.
| Node | Type | Description |
|---|---|---|
| SID Oscillator | Audio | 24-bit accumulator, 8 waveforms (saw/tri/pulse/noise + combined) |
| SID Envelope | Float | Non-linear exponential ADSR with authentic SID timing and delay bug |
| SID Filter | Audio | Route any audio through the 6581's analog filter -- VICE VCR model |
| SID Voice | Audio | Oscillator x Envelope convenience combo |
| SID Chip | Audio | Complete 3-voice SID with filter, FM cross-modulation, per-voice outputs |
SIDMetaSoundNodes is a separate Runtime module -- ships in games without the MCP TCP server.
Install UE Audio agent skills for Claude Code, Cursor, Windsurf, and 35+ other agents:
npx skills add koshimazaki/ue-audio-skills| Skill | What it does |
|---|---|
/mcp-plugin |
TCP plugin control -- 43 commands for building MetaSounds graphs, scanning blueprints, world setup |
/metasound-dsp |
MetaSounds DSP specialist -- 195 nodes, Builder API, signal flow patterns, graph templates |
/unreal-bp |
Blueprint audio logic -- game event detection, parameter wiring, asset scanning |
/build-system |
Full pipeline orchestrator -- generates complete 3-layer audio systems from a single description |
| Existing Tool | Audio? |
|---|---|
| blender-mcp (16.9k stars) -- Controls Blender | No |
| unreal-mcp (1,370 stars) -- Controls UE5 editor | No |
| VibeComfy MCP -- 8,400+ ComfyUI nodes | No |
| BilkentAudio/Wwise-MCP -- Wwise wrapper | Partial |
| This project -- Complete 3-layer game audio + SID chip emulation | Yes |
All templates and knowledge curated from public sources: Epic Games documentation, and tutorials, Audiokinetic SDK reference, and community tutorials. ReSID emulation based on reSID by Dag Lem with SIDKIT extensions.
See CREDITS.md for full attribution to tutorial authors and data sources.
Key sources: Craig Owen (YAGER), Matt Spendlove, Nick Pfisterer, Eric Buchholz (TechAudioTools), Chris Payne, Epic Games official documentation.
Built by Koshi Mazaki
MIT