What problem does it solve? Implementing game audio in Unreal Engine involves many interacting systems — sound assets, audio components, attenuation, mixing, and MetaSound parameters — and mistakes like missing attenuation assets or mismatched parameter names fail silently. This Skill provides the correct C++ APIs, asset types, and debugging guidance to get sounds playing, spatialized, and mixed correctly. ## Core Features & Use Cases - Playback from C++: Fire-and-forget one-shots via UGameplayStatics and controllable looping sounds via UAudioComponent, with fades, delegates, and parameter updates. - 3D Spatialization & Mixing: Configure USoundAttenuation falloff, HRTF spatialization, occlusion, sound classes, submixes, and concurrency voice limits. - MetaSounds & Quartz: Drive typed MetaSound inputs at runtime, read generator outputs, build graphs with the Builder API, and schedule beat-quantized playback with Quartz clocks. - Use Case: Attach a looping engine hum to a vehicle actor, spatialize it with distance falloff, duck music under dialogue with a sound mix, and trigger footsteps from Anim Notifies with concurrency limits to prevent voice spam. ## Quick Start Use the audio-and-metasounds skill to play a 3D explosion sound at a hit location with attenuation and then fade out a looping engine audio component.