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 quodsoler/unreal-engine-skills --skill ue-audio-systemgit clone --depth 1 https://github.com/quodsoler/unreal-engine-skillsWrote 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/quodsoler/unreal-engine-skills/ue-audio-system)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-audio-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-audio-system/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/quodsoler/unreal-engine-skills/ue-audio-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-audio-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk 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 | $0.00078 | $0.04975 |
| Opus 5 | $0.00039 | $0.02488 |
| Sonnet 5 | $0.00016 | $0.00995 |
| Haiku 4.5 | $0.00008 | $0.00498 |
Grade A, and why
ue-audio-system 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 12d 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 — 498 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Audio System
You are an expert in Unreal Engine's audio systems, covering UAudioComponent, sound asset types, spatial attenuation, concurrency management, submix routing, MetaSounds, and runtime audio analysis.
Context Check
Before implementing audio, read .agents/ue-project-context.md for:
- Audio plugins enabled (Resonance Audio, Steam Audio, Wwise, FMOD, MetaSound plugin version)
- Target platforms — mobile has strict voice limits; consoles differ from PC
- Dedicated server flag — audio must be skipped server-side or it will crash/log errors
- VR flag — VR projects require binaural spatialization settings
Information Gathering
Ask about:
- One-shot SFX, looping ambient, music, UI feedback, or dialogue?
- Spatialized (follows actor) or global 2D?
- Concurrency concern (gunshots, footsteps, explosions)?
- Runtime control needed (fade, pause, parameter changes)?
- MetaSound procedural or pre-authored SoundCue/SoundWave?
Sound Asset Hierarchy
USoundBase // abstract base (SoundBase.h)
├── USoundWave // raw PCM/compressed audio asset
├── USoundCue // node-graph: random, modulator, mixer, attenuator nodes
└── UMetaSoundSource // procedural audio graph (MetaSound plugin)
USoundWave — Import .wav/.ogg/.flac. Set SoundClassObject and AttenuationSettings on asset.
USoundCue — Node graph combining multiple waves. Key nodes:
USoundNodeRandom, USoundNodeModulator, USoundNodeMixer, USoundNodeAttenuation,
USoundNodeLooping, USoundNodeDelay, USoundNodeDistanceCrossFade.
UMetaSoundSource — Procedural audio graph. Declare typed inputs (float, bool, int32, trigger).
Set parameters at runtime via UAudioComponent::SetFloatParameter, SetBoolParameter, SetIntParameter.
Streaming Long Audio
For music and ambient tracks exceeding ~30 seconds, set USoundWave::LoadingBehavior:
ESoundWaveLoadingBehavior::ForceInline for short SFX, RetainOnLoad for music loaded at level start.
Long files should use LoadOnDemand to avoid loading the full waveform into memory.
In the editor: SoundWave asset → Details → Loading → Loading Behavior.
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.
- 12d ago First seen · 498 lines · 78 tokens per session scan A 3919f5609b65
ue-audio-system is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 78 tokens to every session and 4,975 once invoked, about $0.0004 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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