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set_audio_sound

DestructiveIdempotent

Assign a sound asset to an audio component in the editor world by object name; playing components restart with the new sound unless multi-instance. Errors on missing component or load failure.

Instructions

Sets the sound asset of an audio component of the editor world, matched by object name (case-insensitive) against the first audio component of each actor; components in a running PIE world are not reached. A component that is playing restarts with the new sound unless it allows multiple instances. The change is not saved, marked dirty or undoable. A missing component or a sound that does not load is an error. previous_sound_name names the sound it replaced (None when there was none). Start playback with play_sound.

Returns: { audio_component_name: string, sound_path: string, sound_name: string, previous_sound_name: string, sound_duration: number, success: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sound_pathYesFull asset path to the sound (e.g. '/Game/Audio/MySound.MySound')
audio_component_nameYesName of the audio component to modify

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.4/5.0
Behavior5/5

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

Discloses restart-on-playback behavior, multi-instance exception, non-persistence (not saved/dirty/undoable), error conditions, and the return shape, all beyond the annotations.

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?

Dense and front-loaded with scope, behavior, and return info packed into a few sentences; slightly heavy but each clause carries information.

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?

For a 2-param mutation tool, it covers targeting, side effects, state persistence, failure modes, and returns, matching the tool's complexity fully.

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

Parameters3/5

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

Schema coverage is 100%, so the baseline applies; the description explains name matching is case-insensitive against the first component, adding marginal context.

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?

States a precise verb+resource ('Sets the sound asset of an audio component of the editor world') and immediately scopes it to editor world via name matching.

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?

Explains PIE components are unreachable and points to play_sound for playback, giving clear context and an alternative, though it lacks explicit 'use instead when' framing.

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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