Skip to main content
Glama
You:    "These 8 gunshots — make them playable in-game, per our conventions."

Claude:  ✅ converted   ✅ wrapped in a Random container   ✅ created 8 Play_ events
         ✅ routed to the SFX bus   ✅ added to the Main SoundBank
         (preview shown first · one Ctrl+Z undoes the whole thing)

Sound designers burn hours in plumbing mode — naming, building events, dragging folders, hunting "why is there no sound?". wwise-mcp hands all of that to the AI so you stay in your ears. Read the sound-designer's workflow →

✨ Why you'll want this

  • 🩺 Catches real bugs. Events not in any SoundBank, empty sounds, and the classic code calls AK_Reload but Wwise has AK_Relod typo — pinpointed to the exact file:line.

  • ⚡ One-shot flows. "Onboard this batch" runs convert → container → events → bus → bank in a single sentence. "Check everything and fix what's safe" audits then fixes.

  • 🛡️ Safe by design. Every write previews first and undoes in one Ctrl+Z. It never touches the risky stuff (duplicates, empty sounds) without you.

  • 🎧 Stays out of your art. It does the plumbing; mixing, sound choice, and feel stay yours.

  • 🔌 20 tools, every one live-validated against real Wwise 2024.1 — not vaporware.

Related MCP server: UE Audio MCP

Setup

  1. In Wwise: User Preferences → enable Wwise Authoring API (WAMP, default port 8080), then open a project.

  2. Install:

    python3.12 -m venv .venv && . .venv/bin/activate && pip install -e .
  3. Register with your MCP client (stdio). Use the absolute path to the venv entry point so it works without activating the venv first. For Claude Code:

    claude mcp add wwise -- /Users/inl/wwise-mcp/.venv/bin/wwise-mcp

    Or in an MCP client config JSON:

    { "mcpServers": { "wwise": { "command": "/Users/inl/wwise-mcp/.venv/bin/wwise-mcp" } } }

Tools

All 20 tools are live-validated against Wwise v2024.1.13. Write tools use a two-step mode="plan" (preview + token) → mode="apply" (execute, undoable) flow.

For how this fits a sound designer's actual day, see WORKFLOW.md.

One-shot flows (compose the building blocks — start here)

Tool

What it does

wwise_onboard_assets

Make sounds playable in one call: conversion → container → Play events → output bus → SoundBank (dry-run preview, then execute)

wwise_fix_all

Audit, then auto-fix the fixable (rename / bank / bus) and flag the rest for a human

Read / inspect

Tool

What it does

wwise_status

Connection / open-project health check

wwise_compat_check

Report Wwise version + which tools work on it (run first on a new version)

wwise_query

Read-only WAQL query (capped results)

wwise_inspect

Full property/reference dump of one object (by GUID, path, or name)

wwise_audit

Health checks: no Output Bus, empty container, empty sound, event-not-in-SoundBank, duplicate name

wwise_naming_check

Flag names with whitespace / non-ASCII / not matching a regex

wwise_bus_stats

Objects-per-Output-Bus overview

wwise_audio_file_check

Sources missing an original file / shared source paths

wwise_unity_check

Diff Unity C# PostEvent("X") calls against actual Wwise events

Document

Tool

What it does

wwise_export_docs

Markdown audio-design doc (summary, event list, Mermaid bus tree)

Write (plan/apply)

Tool

What it does

wwise_set_properties

Batch property edit (volume, output bus, …)

wwise_create_events

Auto-create Play_<Sound> events for sounds that lack one

wwise_rename

Batch rename via a transform (default spaces_to_underscores)

wwise_create_container

Wrap objects into a new container and move them in

wwise_assign_shareset

Batch-assign an Attenuation / Conversion ShareSet

wwise_move

Reparent objects under a target parent

wwise_soundbank_assign

Add objects to a SoundBank's inclusion list

Action

Tool

What it does

wwise_soundbank_generate

Generate SoundBanks to disk + error-log summary

Write tools show exactly what will change before anything is written, and each batch is one Ctrl+Z to undo.

Not yet implemented

  • RTPC/Switch wiring — deferred: the @RTPC curve-object structure could not be cleanly validated via WAAPI in this environment, so a write op was not shipped rather than ship an unvalidated mutation. See docs/superpowers/notes/.

Compatibility

Requires Wwise 2021.1+ (the version that introduced WAQL, which most tools use). Run wwise_compat_check first on any untested version to see what works.

Wwise version

Status

Notes

2024.1.13

✅ verified

All tools live-validated

2021.1 – 2023.x

🟢 expected

WAQL present, core APIs stable — please report via an issue

< 2021.1

❌ unsupported

No WAQL; query-based tools return a clear version error

Help expand this matrix: see CONTRIBUTING.md — capturing your version takes ~5 minutes and no coding (python scripts/capture_fixtures.py → PR).

Tests

pytest -m "not integration"   # unit + contract (runs across all version fixtures) — no Wwise needed
pytest -m integration         # requires a running Wwise + open project

Design & plans

  • Design spec: docs/superpowers/specs/2026-06-13-wwise-mcp-design.md

  • Foundation plan: docs/superpowers/plans/2026-06-13-wwise-mcp-foundation.md

  • Open WAAPI questions: docs/superpowers/notes/waapi-precondition-findings.md

Available Tools

20 tools
wwise_assign_sharesetB

Batch-assign an Attenuation or Conversion ShareSet (by name or id) to objects. reference is 'Attenuation' or 'Conversion'. Two-step plan/apply (undoable).

Inputs: mode (required), object_ids, reference, shareset, +1 more.

wwise_audio_file_checkA

Audit audio sources: flag sources with no original WAV path and original files used by multiple sources. Read-only. (WAAPI does not expose sample rate/channels.)

Inputs: no named parameters.

wwise_auditA

Read-only project health audit. Checks: 'no_output_bus', 'empty_container', 'empty_sound', 'event_not_in_soundbank', 'duplicate_name' (default: all). Returns counts + a capped findings list.

Inputs: checks, max_findings.

wwise_bus_statsA

Count how many objects route to each Output Bus (mix-routing overview). Read-only.

Inputs: no named parameters.

wwise_compat_checkA

Report the connected Wwise version and which tools are expected to work on it. Run this first on an untested Wwise version to self-diagnose compatibility.

Inputs: no named parameters.

wwise_create_containerA

Wrap objects into a new container (default RandomSequenceContainer) under their parent and move them in. Two-step: mode='plan' previews + returns a token; mode='apply' with that token creates+moves (undoable).

Inputs: mode (required), object_ids, container_name, container_type, +1 more.

wwise_create_eventsA

Create a Play event '' for target Sounds that lack one (default prefix 'Play_'). Two-step safety: mode='plan' previews + returns a token; mode='apply' with that token creates them (idempotent, undoable). If object_ids is omitted, all Sounds are considered.

Inputs: mode (required), object_ids, prefix, token.

wwise_export_docsA

Generate a Markdown audio-design doc (project summary, event list, Mermaid bus hierarchy). Returns the markdown; if output_path is given, also writes it there.

Inputs: output_path.

wwise_fix_allA

Audit the project and auto-fix the fixable issues: whitespace names (rename), events not in any SoundBank (add to default_bank), sounds with no Output Bus (set default_bus, if given). Issues needing a human (empty sound/container, duplicate name) are reported only. Run dry_run=True first to preview, then dry_run=False to apply.

Inputs: dry_run, default_bank, default_bus, fixes.

wwise_inspectA

Deep-dive one object: all property/reference values, parent, children, and (for Events) action targets. object may be a GUID '{...}', a path '...', or a name.

Inputs: object (required).

wwise_moveA

Reparent objects under a target parent (GUID, path, or name). Two-step plan/apply (idempotent — objects already there are skipped; undoable).

Inputs: mode (required), object_ids, parent, token.

wwise_naming_checkA

Flag objects with naming-convention issues (whitespace, non-ASCII, and optionally names not matching pattern, a regex). Read-only.

Inputs: pattern, types, max_findings.

wwise_onboard_assetsA

One-shot 'make these sounds playable in-game': conversion → optional container → Play events → output bus → SoundBank, in one call. Always run with dry_run=True first to preview the whole chain, then dry_run=False to execute (each step undoable). Only the stages you pass arguments for run (events always run).

Inputs: object_ids (required), dry_run, conversion, output_bus, +3 more.

wwise_queryA

Run a read-only WAQL query against the open Wwise project.

waql example: '$ from type Event where name : "Footstep"'. Results are capped.

Inputs: waql (required), fields, max_results.

wwise_renameA

Batch-rename objects by a transform (default 'spaces_to_underscores', which fixes whitespace in names). Two-step: mode='plan' previews + returns a token; mode='apply' with that token renames (verified by read-back, undoable).

Inputs: mode (required), transform, types, token.

wwise_set_propertiesA

Batch-set a property on objects. Two-step safety: mode='plan' -> returns a ChangeSet + token (no writes); mode='apply' -> pass the token to execute the planned changes.

Inputs: mode (required), object_ids, property, value, +1 more.

wwise_soundbank_assignA

Add objects (e.g. Events) to a SoundBank's inclusion list (by bank name or id). Two-step: mode='plan' previews + returns a token; mode='apply' with that token writes (idempotent, undoable).

Inputs: mode (required), soundbank, object_ids, token.

wwise_soundbank_generateA

Generate SoundBanks to disk (all banks if soundbanks omitted). Returns a log summary with any error count. This is an action — it writes output, not project data.

Inputs: soundbanks.

wwise_statusA

Check the connection to Wwise and report the open project.

Inputs: no named parameters.

wwise_unity_checkA

Cross-check Unity C# event usage against Wwise. Scans .cs files under unity_path for PostEvent("X") string literals and diffs against actual Wwise events: reports events referenced in code but missing in Wwise, and Wwise events never referenced in code. (String-literal calls only; enum IDs not detected.)

Inputs: unity_path (required), max_findings.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    A3.9/5.0

    Scored across 20 tools

    Disambiguation5/5

    Each tool targets a distinct aspect of Wwise project management: auditing, creation, editing, inspection, soundbank operations, and cross-referencing. Overlaps are minimal and clearly differentiated by descriptions (e.g., wwise_audit vs wwise_naming_check vs wwise_audio_file_check).

    Naming Consistency5/5

    All tools follow the wwise_ prefix with snake_case and a verb_noun pattern (e.g., create_container, assign_shareset, fix_all). The naming is highly uniform and predictable.

    Tool Count4/5

    20 tools is on the higher end, but the domain of Wwise project management justifies the breadth. Each tool serves a clear purpose without redundancy, making the count reasonable though slightly above the ideal range.

    Completeness4/5

    The tool set covers major workflows: auditing, creation, editing, soundbank management, documentation, and Unity integration. Minor gaps exist (e.g., no delete tool, limited event modification), but overall the surface is comprehensive for typical audio designer tasks.

    Maintenance

    ActivityInactive
    ResponsivenessNo recent community issues

    Related MCP Connectors

    Related MCP Servers

    • A
      license
      Not graded
      quality
      B
      maintenance
      Enables interaction with Audiokinetic Wwise Authoring through WAAPI, allowing project inspection, sound and music imports, event management, and audible previews.
      17 PyPI
      MIT
    • A
      license
      B
      quality
      C
      maintenance
      MCP server that connects AI assistants to FMOD Studio via its scripting terminal, enabling live game-audio authoring such as creating events, importing sounds, routing mixers, and building banks through natural language.
      92
      2
      Apache 2.0