sound-cues

sound-cues is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 62 tokens per session (3,110 once invoked), scanned A, original, MIT.

A tool for creating and editing Unreal Engine SoundCue assets, which are audio graphs that control how sound files are played and combined.

In plain words
What is it for?
Use it to add and connect playback, mixing, randomization, delay, volume-distance, and modulation nodes in a SoundCue audio graph.
Why use it?
It removes the need to wire SoundCue nodes and audio settings manually in the Unreal Editor or through scattered scripting.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to add and connect playback, mixing, randomization, delay, volume-distance, and modulation nodes in a SoundCue audio graph.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/sound-cues
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kevinpbuckley/VibeUE --skill sound-cues
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for sound-cues

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/sound-cues/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/sound-cues)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/sound-cues"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/sound-cues/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for sound-cues

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/sound-cues"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/sound-cues.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,110 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00062 $0.03110
Opus 5 $0.00031 $0.01555
Sonnet 5 $0.00012 $0.00622
Haiku 4.5 $0.00006 $0.00311

Measured 13d ago against content hash 8b2bdfba92e3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

sound-cues scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Content/Skills/sound-cues/SKILL.md · 303 lines

How it starts

The opening of the file, as written. The whole thing — 303 lines — stays where its author put it; the contents beside it link to each section on GitHub.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "audio-and-metasounds"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Wrong skill for MetaSound assets? If the user asked about MetaSound, MS_ assets, or UMetaSoundSource, load the metasounds skill instead (via GetSkills / AgentSkillToolset). SoundCue and MetaSound are completely separate systems — do not use SoundCueService for MetaSound tasks.

Sound Cue Editor Skill

Service Access

import unreal
svc = unreal.SoundCueService()

Audio Flow Direction

Audio flows FROM leaves TOWARD root.

[WavePlayer] ──> [Random] ──> [Mixer] ──> [ROOT]
                                ^
                    [WavePlayer2] ──────┘
  • connect_nodes(parent, child, slot) means: child provides audio INTO parent at that input slot.
  • set_root_node(index) makes that node the final output (what you hear).

Critical Rules

⚠️ Bool Properties — b prefix stripped in Python

UE strips the b prefix from bool UPROPERTY names in Python:

C++ / UPROPERTY Python attribute
bSuccess success
bIsRootNode is_root_node
bLooping is_looping
bStreaming is_streaming

⚠️ Node indices are positional and may shift

list_nodes() returns nodes in graph order — indices can change if new nodes are added. Always call list_nodes() to get current indices before connecting or modifying nodes.

⚠️ Quality Level node has a fixed slot count

add_quality_level_node creates a node whose input-slot count is governed by the project's audio quality levels (AudioQualitySettings), not by an argument — there is no num_inputs param. In a default/skeleton project this is often a single slot, so connect_nodes(..., slot=1) returns False. If a cue must select between sounds per scalability bucket, confirm the project defines multiple quality levels first; otherwise only slot 0 is wireable.

Read the full file on GitHub · 303 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 303 lines · 62 tokens per session scan A 8b2bdfba92e3

Subscribe to this mod's changes

sound-cues is a skill published in the GitHub repository kevinpbuckley/VibeUE (676 stars, last pushed 8d ago), licensed MIT. It adds 62 tokens to every session and 3,110 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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