sound-cues

Create and edit Unreal Engine SoundCue assets with node graph authoring via SoundCueService.

648|142|Updated Sep 12, 2025
One-click install
npx skills add https://github.com/kevinpbuckley/VibeUE --skill sound-cues
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: sound-cues
Source: https://github.com/kevinpbuckley/VibeUE/tree/main/Content/Skills/sound-cues
Command: npx skills add https://github.com/kevinpbuckley/VibeUE --skill sound-cues

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Building SoundCue assets in Unreal Engine normally requires manual node-graph editing in the editor; this Skill lets an AI agent programmatically create SoundCues, add and connect audio nodes, and configure playback properties through the SoundCueService Python API.

Core Features & Use Cases

  • SoundCue Graph Authoring: Create cues and add nodes such as WavePlayer, Random, Mixer, Concatenator, Modulator, Attenuation, Delay, Looping, Switch, and cross-fade nodes, then wire them with correct parent/child audio flow.
  • Cue-Level Configuration: Set volume and pitch multipliers, sound classes, attenuation, and concurrency settings, plus import SoundWaves from .wav/.mp3 files on disk.
  • Use Case: Ask the agent to build a footstep SoundCue that randomly selects one of three wave files — it creates the asset, adds three WavePlayer nodes, connects them into a Random node, sets it as root, and saves the cue.

Quick Start

Create a SoundCue at /Game/Audio/SC_Footsteps that randomly plays one of my three footstep wave files and save it.

Frequently Asked Questions about sound-cues

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a SoundCue in Unreal Engine with Python?▼

Use unreal.SoundCueService().create_sound_cue(path, wave_path) to create the asset, then add nodes like add_wave_player_node and add_random_node, connect them with connect_nodes, set the root with set_root_node, and call save_sound_cue.

How do I make a SoundCue play a random sound from multiple waves?▼

Add one WavePlayer node per SoundWave, add a Random node, then connect each WavePlayer into the Random node's input slots with connect_nodes. Set the Random node as the root so it becomes the cue's output.

What is the difference between SoundCue and MetaSound in Unreal Engine?▼

SoundCue and MetaSound are completely separate audio systems in Unreal Engine. SoundCueService only works with SoundCue assets; for MetaSound or UMetaSoundSource assets you must use the dedicated metasounds skill instead.

Why does connect_nodes return False on a Quality Level node?▼

The Quality Level node's input slot count is fixed by the project's audio quality levels in AudioQualitySettings, not by a parameter. In a default project there is often only one slot, so connecting to slot 1 fails unless multiple quality levels are defined.

Why is my new SoundCue volume 0.75 instead of 1.0?▼

A freshly created SoundCue inherits the engine default volume_multiplier of 0.75, with pitch_multiplier at 1.0. Read the value back with get_sound_cue_info or set it explicitly with set_volume_multiplier rather than assuming 1.0.