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MetaSounds DSP specialist for Unreal Engine 5. Use when designing MetaSounds graphs, choosing DSP nodes, configuring filters/oscillators/envelopes, building signal chains, working with the Builder API, or creating audio templates. Covers 144 nodes across 20 categories.
npx skill4agent add koshimazaki/ue-audio-skills ue5-metasound-dspMultiply (Audio)Multiply (Float)| Type | Use | Interface |
|---|---|---|
| Source | Standalone playable asset | UE.Source.OneShot or MetaSound |
| Patch | Reusable subgraph (no play) | Custom |
| Preset | Parameter overrides of existing Source/Patch | Inherits parent |
MetaSoundUE.Source.OneShotUE.AttenuationUE.SpatializationPrimary OperandOperandSine → Multiply(Audio) × AD Envelope → Out MonoSaw → Biquad Filter(LP) → Multiply × ADSR → Out Mono
↑ Cutoff FrequencySine(f) + Sine(2f) + Sine(3f) → Add → Multiply × Envelope → OutOnPlay → Wave Player → Biquad Filter → Compressor → Out
↑ Pitch Shift for variationLFO → Map Range(0-1 → 200-2000) → Biquad Filter Cutoff| Node | Inputs | Outputs |
|---|---|---|
| Sine/Saw/Square/Triangle | Frequency, Phase Offset, Glide, Bias | Audio |
| Noise | Seed | Audio |
| AD Envelope | Trigger, Attack Time, Decay Time | Out Envelope |
| ADSR Envelope | Trigger Attack, Trigger Release, Attack Time, Decay Time, Sustain Level, Release Time | Out Envelope |
| Biquad Filter | In, Cutoff Frequency, Bandwidth, Filter Type | Out |
| State Variable Filter | In, Cutoff Frequency, Resonance, Band Stop Gain | HPF, LPF, BPF, BSF |
| Wave Player | Play, Stop, Wave Asset, Start Time, Loop, Pitch Shift | Out Audio, On Finished |
| Multiply/Add (Audio) | Primary Operand, Operand | Out |
| Map Range | Value, In Range A, In Range B, Out Range A, Out Range B, Clamped | Out |
| InterpTo | Target, Current, Speed, Interp Delta Time | Value |
| Clamp | In, Min, Max | Value |
| Compressor | Audio, Ratio, Threshold dB, Attack Time, Release Time, Sidechain, Wet, Knee | Audio |
| ITD Panner | Audio, Angle, Interaural Delay, Head Width | Left, Right |
| Trigger Repeat | Start, Stop, Period | RepeatOut |
| Trigger Sequence | Trigger, Reset | Out 0, Out 1, ... |
scripts/ms_node_specs.json| Template | Nodes | Pattern |
|---|---|---|
| gunshot | 7 | Random → WavePlayer → Filter → Envelope |
| footsteps | 8 | Surface switch → per-surface chains |
| ambient | 9 | Looped layers + random details + LFO |
| spatial | 6 | ITD Panner + distance processing |
| ui_sound | 5 | Sine + AD Envelope (procedural) |
| weather | 10 | State-driven + crossfade + dynamic filter |
| vehicle_engine | 14 | Trigger Sequence → layered Wave Players |
| sfx_generator | 25 | 7-stage synth (Gen→Spectral→Filter→Amp→FX) |
| preset_morph | 8 | Morph 0-1 → MapRange → filter params |
| macro_sequence | 12 | Graph variables → InterpTo → filter |
| sid_bass/lead/chip_tune | 5-8 | SID nodes for chiptune |
| wind/snare | 6-8 | From Epic tutorial exports |
src/ue_audio_mcp/templates/{
"type": "source",
"interface": "MetaSound",
"nodes": [
{"id": "osc1", "class": "Sine", "defaults": {"Frequency": 440.0}},
{"id": "env1", "class": "AD Envelope", "defaults": {"Attack Time": 0.01, "Decay Time": 0.5}}
],
"connections": [
{"from": "osc1:Audio", "to": "env1:In"}
],
"inputs": [
{"name": "Frequency", "type": "Float", "target": "osc1:Frequency"}
],
"outputs": [
{"name": "Out Mono", "type": "Audio", "source": "env1:Out Envelope"}
]
}SetNodeLocation()ms_validate_graphCurrentms_node_specs.jsonNamespace::Name::Variantsrc/ue_audio_mcp/knowledge/metasound_nodes.pysrc/ue_audio_mcp/templates/src/ue_audio_mcp/knowledge/graph_schema.pysrc/ue_audio_mcp/tools/metasounds.pyscripts/ms_node_specs.json