UE Audio MCP
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░░░░░░░░░░░░░░░░░░ AI Game Audio — Wwise + MetaSounds + Blueprints ░░░░░░░░░░░░░░░░░░░
```
# UE Audio MCP
**AI-powered game audio toolkit — MetaSounds graph generation & export, project scanning, and Wwise/Blueprint knowledge base via MCP for Unreal Engine 5.7.**
One MCP server. UE5 Plugin, three audio engines, five custom nodes for SID chip emulation. 81 tools. 195 engine-verified MetaSounds nodes. Optimised for Unreal Engine 5.7 and Wwise 2025.
> "Create a footsteps sound setup for my character -- use MetaSounds noise and filter in the patch, Blueprint trigger on anim notify"
>
> MCP generates the MetaSounds DSP graph (noise -> filter -> AD envelope) and outputs Blueprint wiring for the animation trigger.
---
## Architecture
```
Claude / Cursor / Any MCP Client
|
| MCP Protocol (stdio)
v
+---------------------------+
| UE Audio MCP |
| 81 tools |
| 1042 catalogue rows |
+---------------------------+
|
+-------------+-------------------+
v v v
+----------------+ +------------+ +------------------+
| Wwise Tools | | MetaSounds | | Blueprint Tools |
| (WAAPI) | | Tools | | (TCP + Knowledge)|
| 21 tools | | 24 tools | | 16 tools |
+-------+--------+ +-----+------+ +--------+---------+
| | |
v v v
+----------------+ +---------------------------+
| Wwise App | | UE5 C++ Plugin |
| WAAPI :8080 | | TCP:9877 (48 commands) |
+----------------+ | MetaSounds Builder API |
| Blueprint Graph Scanner |
| Editor Menu Integration |
+---------------------------+
```
### The Three Layers
| Layer | Engine | Role | Analogy |
|-------|--------|------|---------|
| **Blueprint** | UE5 | WHEN -- detects game events, sets parameters | Stage manager |
| **MetaSounds** | UE5 | WHAT -- procedural DSP, synthesis | The instrument |
| **Wwise** | Standalone | HOW -- mixing, buses, spatialization, delivery | The mixing desk |
### Signal Flow
```
BLUEPRINT (WHEN) METASOUNDS (WHAT) WWISE (HOW)
---------------- ----------------- ------------
Player shoots -> Gunshot synthesis -> SFX bus, reverb
Player steps on grass -> Soft filtered step -> Distance attenuation
Weather changes to rain -> Layered rain + drops -> Ambient bus, RTPC mix
Vehicle accelerates -> Engine layer blend -> Vehicle bus, compression
C64 chiptune plays -> ReSID SID Chip node -> Music bus, stereo mix
```
---
## Setup
```bash
# 1. MCP Server (Python)
git clone https://github.com/koshimazaki/UE-AUDIO-MCP.git
cd UE-AUDIO-MCP && pip install -e ".[dev]"
ue-audio-mcp
```
```json
// 2. MCP Client Config (Claude Code, Cursor, etc.)
{
"mcpServers": {
"ue-audio-mcp": { "command": "ue-audio-mcp", "transport": "stdio" }
}
}
```
```
// 3. UE5 Plugin — copy to project Plugins/ folder, enable in plugin manager
ue5_plugin/UEAudioMCP/ → Editor module (TCP server, 48 commands)
ue5_plugin/SIDMetaSoundNodes/ → Runtime module (SID chip nodes)
```
Works without Wwise or UE5 running -- knowledge base, templates, and offline mode always available.
| Requirement | Version |
|-------------|---------|
| Unreal Engine | **5.7.2+** (MetaSounds Builder API, experimental since 5.4) |
| Wwise | **2025.1.4+** (WAAPI enabled, WebSocket on localhost:8080) |
| Python | 3.10+ |
---
## What's Included
- **81 MCP tools** -- Wwise (21), MetaSounds (24), Blueprint (16), World Setup (7), Actor/Camera (5), UE5 Core (4), orchestration (2), audit (2)
- **1042 seeded catalogue rows** -- 195 MetaSounds nodes, 356 aliases, 66 WAAPI functions, 55 BP audio functions, 130 pin mappings, 26 engine plugin assets
- **73 templates** -- 33 MetaSounds DSP + 34 Blueprint logic + 6 Wwise hierarchy (33/33 MS validated)
- **48 C++ TCP commands** -- MetaSounds Builder API, Blueprint builder, world setup, actor/camera staging, graph scanning, asset queries
- **5 custom C++ nodes** -- ReSID SID chip emulator (oscillator, envelope, filter, voice, full chip)
- **11 audio system patterns** -- gunshot, footsteps, ambient, vehicle, weather, UI, SID synth...
- **Editor menu** -- Scan Project, Export MetaSounds, Server Status from UE5 menu bar
- **Engine sync snapshots** -- 897 MS nodes + 1173 audio BP functions exported from live UE5 editor
12 templates from shipped games: **Lyra** (random EQ, whizby, stereo balance, gameplay cues, anim notify audio) and **StackOBot** (array player, looped sound, EQ+delay).
See **[TOOLS_AND_COMMANDS.md](TOOLS_AND_COMMANDS.md)** for full tool listing, command reference, sound designer workflows, template catalogue, and knowledge base details. Run `python scripts/db_inventory.py` to reconcile source catalogue, SQLite, and engine export counts.
---
## ReSID SIDKIT Edition -- C64 SID Chip in MetaSounds
5 custom C++ MetaSounds nodes wrapping a cycle-accurate MOS 6581/8580 SID chip emulator. The same reSID core running in the [SIDKIT](https://github.com/koshimazaki/SIDKIT) project, now available as native MetaSounds DSP nodes.
| Node | Type | Description |
|------|------|-------------|
| **SID Oscillator** | Audio | 24-bit accumulator, 8 waveforms (saw/tri/pulse/noise + combined) |
| **SID Envelope** | Float | Non-linear exponential ADSR with authentic SID timing and delay bug |
| **SID Filter** | Audio | Route any audio through the 6581's analog filter -- VICE VCR model |
| **SID Voice** | Audio | Oscillator x Envelope convenience combo |
| **SID Chip** | Audio | Complete 3-voice SID with filter, FM cross-modulation, per-voice outputs |
`SIDMetaSoundNodes` is a separate Runtime module -- ships in games without the MCP TCP server.
---
## Agent Skills
Install UE Audio agent skills for Claude Code, Cursor, Windsurf, and [35+ other agents](https://skills.sh):
```bash
npx skills add koshimazaki/ue-audio-skills
```
| Skill | What it does |
|-------|-------------|
| `/mcp-plugin` | TCP plugin control -- 48 commands for building MetaSounds graphs, scanning blueprints, world setup, actor/camera staging |
| `/metasound-dsp` | MetaSounds DSP specialist -- 195 nodes, Builder API, signal flow patterns, graph templates |
| `/unreal-bp` | Blueprint audio logic -- game event detection, parameter wiring, asset scanning |
| `/build-system` | Full pipeline orchestrator -- generates complete 3-layer audio systems from a single description |
---
## Prior Art
| Existing Tool | Audio? |
|---|---|
| [blender-mcp](https://github.com/ahujasid/blender-mcp) (16.9k stars) -- Controls Blender | No |
| [unreal-mcp](https://github.com/chongdashu/unreal-mcp) (1,370 stars) -- Controls UE5 editor | No |
| [VibeComfy MCP](https://github.com/koshimazaki/VibeComfy) -- 8,400+ ComfyUI nodes | No |
| [BilkentAudio/Wwise-MCP](https://github.com/BilkentAudio/wwise-mcp) -- Wwise wrapper | Partial |
| **This project** -- Complete 3-layer game audio + SID chip emulation | **Yes** |
---
## Credits
All templates and knowledge curated from public sources: Epic Games documentation, and tutorials, Audiokinetic SDK reference, and community tutorials. ReSID emulation based on [reSID](http://www.zimmers.net/anonftp/pub/cbm/crossplatform/emulators/resid/) by Dag Lem with SIDKIT extensions.
See [CREDITS.md](CREDITS.md) for full attribution to tutorial authors and data sources.
Key sources: [Craig Owen](https://www.youtube.com/watch?v=n5z4L43jMi8) (YAGER), [Matt Spendlove](https://dev.epicgames.com/community/learning/recommended-community-tutorial/Kw7l), [Nick Pfisterer](https://dev.epicgames.com/community/learning/recommended-community-tutorial/WzJ), [Eric Buchholz](https://dev.epicgames.com/community/learning/tutorials/qEjr) (TechAudioTools), [Chris Payne](https://dev.epicgames.com/community/learning/tutorials/opvv), Epic Games official documentation.
---
## Author
Built by [Koshi Mazaki](https://github.com/koshimazaki)
---
## Licence
MIT
TDQS
Scored across 81 tools
Prefixes (wwise_, ms_, bp_) separate major domains, but there are overlapping high-level and low-level paths: ms_build_graph wraps ms_validate_graph/ms_graph_to_commands/ms_save_asset, bp_wire_audio_param wraps bp_add_bp_node/bp_connect_bp_pins, and wwise_create_object overlaps with wwise_create_event. Descriptions usually clarify intent, but several boundaries remain easy to confuse.
Tool names use snake_case throughout, but the prefixing convention is mixed: some domains are consistently prefixed (wwise_, ms_, bp_), while many editor/system tools are generic and unprefixed (build_audio_system, place_anim_notify, find_actor, spawn_audio_emitter). This is readable but not a predictable single pattern.
With 81 tools, the surface is far beyond a well-scoped set and well past the 50+ threshold for extreme mismatch. Even accounting for Wwise, MetaSounds, Blueprint, and UE5 editor domains, the count creates heavy selection and context burden.
The surface is very broad, covering Wwise authoring, MetaSounds graph construction, Blueprint wiring/scanning, UE5 actor/editor operations, templates, import/export, sync, and auditing. Explicit delete/move/rename operations and some asset lifecycle operations are missing, though WAAPI escape hatches and high-level builders cover most practical workflows.