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░░░░░░░░░░░░░░░░░░ AI Game Audio — Wwise + MetaSounds + Blueprints ░░░░░░░░░░░░░░░░░░░

UE Audio MCP

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.


Architecture

                    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    |
                        +---------------------------+

The Three Layers

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

Signal Flow

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

Setup

# 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+

What's Included

  • 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.


ReSID SIDKIT Edition -- C64 SID Chip in MetaSounds

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.


Agent Skills

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

Prior Art

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

Credits

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.


Author

Built by Koshi Mazaki


Licence

MIT

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Game audio systems generation via MCP. Wwise + MetaSounds + Blueprint — complete audio workflows from natural language.

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