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create_sound_mix

DestructiveIdempotent

Create or load a USoundMix asset, set EQ and duration when provided, and save it to control audio mix behavior in Unreal Engine.

Instructions

Create a USoundMix asset at package_path/name (package_path defaults to /Game/Audio) and save it; a sound mix already there is loaded instead (already_exists true) and the eq_enabled and duration you pass overwrite its values before it is saved. Omitted fields keep their current values; the reply reads eq_enabled and duration back from the asset. An invalid path, or an asset of another class there, is an error; a failed save is an error with the change kept in memory. Idempotent. Add per-class volume and pitch adjusters with set_sound_mix_class_override; create the classes with create_sound_class.

Returns: { name: string, package_path: string, asset_path: string, asset_class: string, eq_enabled: bool, duration: number, applied_eq_enabled: bool, applied_duration: bool, created: bool, already_exists: bool, saved: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the new Sound Mix asset
durationNoOptional float, sets USoundMix::Duration in seconds (negative means applied until another mix is set). Left at the asset default when absent.
eq_enabledNoOptional bool, sets USoundMix::bApplyEQ (whether to apply the EQ effect). Left at the asset default when absent.
package_pathNoTarget content path, defaults to /Game/Audio

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.6/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With annotations only covering safety hints, the description carries the real behavioral load: it discloses the create-or-load (idempotent) semantics, that passed eq_enabled/duration overwrite existing values while omitted fields are preserved, that values are read back from the asset, and the two error modes including the failed-save-kept-in-memory case. Nothing here is redundant with the annotations and it is consistent with destructiveHint=true.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The core action and defaults are front-loaded in the first clause, and every subsequent sentence carries distinct information (overwrite rules, error modes, related tools). It is dense to the point of being a single run-on paragraph, which slightly hurts scannability for an agent parsing it quickly.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, yet the description enumerates the full return object with all eleven fields, so the agent knows exactly what comes back. Combined with error conditions, idempotency, and sibling routing, nothing an agent needs to call this correctly is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, but the description adds real meaning beyond the schema: it specifies that eq_enabled and duration overwrite existing asset values on load, that omitted fields keep current values, and that package_path defaults to /Game/Audio. It stops short of documenting `name` semantics beyond what the schema already says.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb and resource ('Create a USoundMix asset at package_path/name') and immediately qualifies the scope with defaults, the create-or-load behavior, and what happens to existing assets. An agent can distinguish this from sibling tools like create_sound_class or set_sound_mix_class_override without opening any schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It explicitly routes follow-up work to siblings ('Add per-class volume and pitch adjusters with set_sound_mix_class_override; create the classes with create_sound_class'), which gives clear context for when this tool is the entry point. It does not, however, state when NOT to use it or name an alternative for creating mixes.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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