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.
npx skills add kevinpbuckley/VibeUE --skill sound-cuesgit clone --depth 1 https://github.com/kevinpbuckley/VibeUEWrote 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.
[](https://agentmods.dev/skills/kevinpbuckley/vibeue/sound-cues)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00062 | $0.03110 |
| Opus 5.5 | $0.00025 | $0.01244 |
| Sonnet 5.5 | $0.00012 | $0.00622 |
| Haiku 4.5 | $0.00006 | $0.00311 |
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 1mo 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.
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-managertool (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, orUMetaSoundSource, load themetasoundsskill instead (viaGetSkills/ AgentSkillToolset). SoundCue and MetaSound are completely separate systems — do not useSoundCueServicefor 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.
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.
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.
- 1mo ago First seen · 303 lines · 62 tokens per session scan A 8b2bdfba92e3
sound-cues is a skill published in the GitHub repository kevinpbuckley/VibeUE (793 stars, last pushed yesterday), licensed MIT. It adds 62 tokens to every session and 3,110 once invoked, about $0.0002 per session on Opus 5.5. 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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