Unreal Engine MetaSounds skill for procedural audio, real-time synthesis, and advanced audio graphs.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unreal-metasounds --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: unreal-metasounds
description: Unreal Engine MetaSounds skill for procedural audio, real-time synthesis, and advanced audio graphs.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:game-audio-systems, skill-area:audio-processing]
roles: [role:game-developer]
---
# Unreal MetaSounds Skill
MetaSounds procedural audio system for Unreal Engine.
## Overview
This skill provides capabilities for implementing procedural audio using Unreal's MetaSounds system.
## Capabilities
### Audio Graphs
- Create MetaSound sources
- Build audio processing graphs
- Handle triggers and parameters
- Implement custom nodes
### Synthesis
- Use oscillators
- Implement filters
- Create envelopes
- Handle modulation
### Procedural Audio
- Generate sound effects
- Create adaptive music
- Implement audio variations
- Handle randomization
### Integration
- Trigger from gameplay
- Control parameters
- Handle spatialization
- Manage performance
## Prerequisites
- Unreal Engine 5.0+
- MetaSounds plugin enabled
## Usage Patterns
### MetaSound Source
```
1. Create MetaSound Source
2. Add input parameters
3. Build audio graph
4. Configure output
5. Use in Sound Cue or directly
```
### Parameter Control
```cpp
UAudioComponent* AudioComp = CreateAudioComponent();
AudioComp->SetFloatParameter(FName("Intensity"), 0.8f);
AudioComp->SetTriggerParameter(FName("OnHit"));
```
## Best Practices
1. Use presets for common patterns
2. Profile CPU usage
3. Handle voice management
4. Use groups for organization
5. Test on all platforms
## References
- [MetaSounds Documentation](https://docs.unrealengine.com/5.0/en-US/metasounds-in-unreal-engine/)
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