ue-audio-system

ue-audio-system is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 78 tokens per session (4,975 once invoked), scanned A, original, MIT.

A guide to building audio systems in Unreal Engine, the game-development platform, using sounds, music, spatial effects, mixing, and runtime controls.

In plain words
What is it for?
Use it to implement sound effects, ambient audio, music, dialogue, spatial audio, sound mixing, MetaSounds, and audio behaviour controlled during play.
Why use it?
It helps developers choose suitable Unreal audio assets and patterns while accounting for platforms, dedicated servers, virtual reality, plugins, and sound limits.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to implement sound effects, ambient audio, music, dialogue, spatial audio, sound mixing, MetaSounds, and audio behaviour controlled during play.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-audio-system
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 quodsoler/unreal-engine-skills --skill ue-audio-system
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

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 ue-audio-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-audio-system/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-audio-system)
Your own site
<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.

agentmods 80×15 button for ue-audio-system

Your own site · 80×15
<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>
Per session 78 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,975 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
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 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 $0.00078 $0.04975
Opus 5 $0.00039 $0.02488
Sonnet 5 $0.00016 $0.00995
Haiku 4.5 $0.00008 $0.00498

Measured 12d ago against content hash 3919f5609b65, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/ue-audio-system/SKILL.md · 498 lines

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:

  1. One-shot SFX, looping ambient, music, UI feedback, or dialogue?
  2. Spatialized (follows actor) or global 2D?
  3. Concurrency concern (gunshots, footsteps, explosions)?
  4. Runtime control needed (fade, pause, parameter changes)?
  5. 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.

Read the full file on GitHub · 498 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. 12d ago First seen · 498 lines · 78 tokens per session scan A 3919f5609b65

Subscribe to this mod's changes

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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