UE Audio MCP
by koshimazaki
README.md
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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
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