create_sound_mix
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
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Name of the new Sound Mix asset | |
| duration | No | Optional float, sets USoundMix::Duration in seconds (negative means applied until another mix is set). Left at the asset default when absent. | |
| eq_enabled | No | Optional bool, sets USoundMix::bApplyEQ (whether to apply the EQ effect). Left at the asset default when absent. | |
| package_path | No | Target content path, defaults to /Game/Audio |