metasounds

star 226

Create and modify MetaSound Source assets — add nodes, wire pins, set defaults, play sounds procedurally

kevinpbuckley By kevinpbuckley schedule Updated 5/21/2026

name: metasounds display_name: MetaSound Editor description: Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio. vibeue_classes: - MetaSoundService unreal_classes: - MetaSoundSource - MetaSoundBuilder keywords: - metasound - MetaSound - MS_ - audio - sound - wave - SoundWave - procedural - trigger - sine - oscillator - WavePlayer

🧠 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.

MetaSound Service Skill

Use this skill to create and edit MetaSound Source assets via Python.

import unreal
ms = unreal.MetaSoundService()

Key Concepts

  • MetaSound Source — a procedural audio asset (UMetaSoundSource) defined by a node graph. It replaces SoundCue for runtime-parameterisable sounds.
  • Node — a DSP processing block (Sine oscillator, Gain, Delay, etc.). Nodes have named input pins and output pins with associated DataTypes.
  • NodeId — a GUID string returned by add_node. Pass it to connect, remove, set_default, etc.
  • Graph I/Oadd_graph_input / add_graph_output expose values at the asset level (settable at runtime via Set Float Parameter, etc.).
  • Standard interface — every Source created by this service comes pre-wired with:
    • On Play (Trigger output) — fires when the sound starts
    • On Finished (Trigger input) — call to stop the sound
    • Audio:0 (Audio input on the graph output node) — connect your audio signal here

Workflow

1 — Discover available nodes

# List all nodes whose class name or display name contains "Sine"
nodes = ms.list_available_nodes("Sine")
for n in nodes:
    print(n.full_class_name, "  inputs:", n.inputs, "  outputs:", n.outputs)

2 — Create a MetaSound

r = ms.create_meta_sound("/Game/Audio", "MS_SineLoop", "Mono")
asset_path = r.asset_path   # "/Game/Audio/MS_SineLoop"

3 — Find the built-in interface node IDs

all_nodes = ms.list_nodes(asset_path)
for n in all_nodes:
    print(n.node_id, n.node_title, n.inputs, n.outputs)

# IMPORTANT: A MetaSound Source has MULTIPLE nodes with title "Output" —
# one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio).
# You MUST filter by the node whose inputs contain an Audio-type pin.
# Pin strings are "VertexName:TypeName" — the TypeName suffix after the last colon.
audio_out_node = next(
    n for n in all_nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
# Drop the last :TypeName suffix to get the raw vertex name for connect_nodes
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])  # "UE.OutputFormat.Mono.Audio:0"

# Input node — filter by class_name "Input.Trigger" to avoid matching graph input nodes
# (graph inputs also appear as "Input" nodes but with class "Input.Float", "Input.Bool", etc.)
input_node = next(n for n in all_nodes if n.class_name == "Input.Trigger")
input_node_id = input_node.node_id
on_play_pin = ":".join(input_node.outputs[0].split(":")[:-1])  # "UE.Source.OnPlay"

4 — Add a node

# add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0)
# Use list_available_nodes() to discover the correct namespace/name/variant for any node
r2 = ms.add_node(asset_path, "UE", "Sine", "Audio", 1, -200.0, 0.0)
sine_id = r2.node_id   # GUID string

5 — Set a node input default

# Set the Sine frequency to 880 Hz
# Use get_node_pins() to confirm exact input pin names before setting
ms.set_node_input_default(asset_path, sine_id, "Frequency", "880.0", "Float")

6 — Connect nodes

# connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name)
# Sine output pin is "Audio"; AudioOut input pin is "UE.OutputFormat.Mono.Audio:0"
ms.connect_nodes(asset_path, sine_id, "Audio", audio_out_id, audio_in_pin)

7 — Save

ms.save_meta_sound(asset_path)

Method Reference

Lifecycle

Method Description
create_meta_sound(package_path, asset_name, output_format="Mono") Create a new MetaSound Source asset. Returns FMetaSoundResult with asset_path.
delete_meta_sound(asset_path) Delete a MetaSound asset.
get_meta_sound_info(asset_path) Return FMetaSoundInfo (node count, output format, graph I/O names).
save_meta_sound(asset_path) Save after edits. Always call after making graph changes.

Node Discovery

Method Description
list_available_nodes(search_filter="") List all registered External/DSP node classes. Returns TArray<FMetaSoundNodeClassInfo>. Each entry has full_class_name, namespace, name, variant, inputs, outputs, display_name.

Node Management

Method Returns Description
add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0) FMetaSoundResult Add a node. node_id on result is the GUID string.
remove_node(asset_path, node_id) FMetaSoundResult Remove node and all its edges.
list_nodes(asset_path) TArray<FMetaSoundNodeInfo> List all nodes in the graph.
get_node_pins(asset_path, node_id) FMetaSoundNodeInfo Return pin info for a single node.

Connections

Method Returns Description
connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name) FMetaSoundResult Connect an output pin to an input pin. Check r.success.
disconnect_pin(asset_path, node_id, input_name) FMetaSoundResult Remove the connection going into an input pin.

Graph I/O

Method Returns Description
add_graph_input(asset_path, input_name, data_type, default_value="") FMetaSoundResult Add a named input exposed as a runtime parameter. Appears as an Input.<Type> node in the graph.
add_graph_output(asset_path, output_name, data_type) FMetaSoundResult Add a named output.
remove_graph_input(asset_path, input_name) FMetaSoundResult Remove a graph input.
remove_graph_output(asset_path, output_name) FMetaSoundResult Remove a graph output.

Node Configuration

Method Returns Description
set_node_input_default(asset_path, node_id, input_name, value, data_type) FMetaSoundResult Set a literal default on a node input. data_type: "Float", "Int32", "Bool", "String", "WaveAsset".
set_node_location(asset_path, node_id, pos_x, pos_y) FMetaSoundResult Update editor position.

Common DataTypes

Type name Description
Float 32-bit float (frequency, gain, time)
Int32 Integer
Bool Boolean
String Text string
Audio Audio signal (mono channel)
Trigger Impulse / event signal
Time Duration in seconds (use Float in most cases)
WaveAsset Reference to a SoundWave asset

Complete Example — 880 Hz Sine Tone

import unreal
ms = unreal.MetaSoundService()

# Create asset
r = ms.create_meta_sound("/Game/Audio", "MS_Test880Hz", "Mono")
ap = r.asset_path

# Find the AudioOut node — there are multiple nodes titled "Output" (one per interface
# pin group). Filter for the one whose inputs contain an Audio-type pin.
nodes = ms.list_nodes(ap)
audio_out_node = next(
    n for n in nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
# Pin strings are "VertexName:TypeName" — drop only the last :TypeName to get the vertex name
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])  # "UE.OutputFormat.Mono.Audio:0"

# Add Sine oscillator (use list_available_nodes("Sine") to discover namespace/name/variant)
r2 = ms.add_node(ap, "UE", "Sine", "Audio", 1, -300.0, 0.0)
sine_id = r2.node_id

# Set frequency to 880 Hz (use get_node_pins() to confirm exact pin names)
ms.set_node_input_default(ap, sine_id, "Frequency", "880.0", "Float")

# Connect Sine "Audio" output to the AudioOut sink pin
ms.connect_nodes(ap, sine_id, "Audio", audio_out_id, audio_in_pin)

# Save
ms.save_meta_sound(ap)
print("Done:", ap)

Complete Example — One-Shot SoundWave (Gunshot)

import unreal
ms = unreal.MetaSoundService()

# Create a Mono MetaSound Source
r = ms.create_meta_sound("/Game/Audio", "MS_Gunshot", "Mono")
ap = r.asset_path

# Find interface nodes
nodes = ms.list_nodes(ap)

# Input node — has "On Play" Trigger output
input_node = next(n for n in nodes if n.node_title == "Input")
input_node_id = input_node.node_id

# Audio Output node — filter for the one with an Audio-type input
audio_out_node = next(
    n for n in nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])

# Add Wave Player (Mono) node
# Pin names (no need to call get_node_pins — see Known Node Pins below):
#   Inputs:  "Play" (Trigger), "Stop" (Trigger), "Wave Asset" (WaveAsset), "Loop" (Bool)
#   Outputs: "Out Mono" (Audio), "On Play" (Trigger), "On Finished" (Trigger)
wp = ms.add_node(ap, "UE", "Wave Player", "Mono", 1, -300.0, 0.0)
wp_id = wp.node_id

# Set the wave asset
ms.set_node_input_default(ap, wp_id, "Wave Asset", "/Game/Audio/SW_Gunshot_01", "WaveAsset")

# Wire On Play (Input) → Play (WavePlayer)
# CRITICAL: use the vertex name "UE.Source.OnPlay" — NOT the display name "On Play"
r = ms.connect_nodes(ap, input_node_id, "UE.Source.OnPlay", wp_id, "Play")
if not r.success: raise RuntimeError(f"connect On Play→Play failed: {r.message}")

# Wire Out Mono (WavePlayer) → audio sink (Output)
r = ms.connect_nodes(ap, wp_id, "Out Mono", audio_out_id, audio_in_pin)
if not r.success: raise RuntimeError(f"connect Out Mono→Output failed: {r.message}")

# Save
ms.save_meta_sound(ap)
print("Done:", ap)

Return Type Attribute Reference

Use these exact attribute names — guessing leads to AttributeError.

FMetaSoundResult — returned by most mutating methods

Attribute Type Example
success bool True
message str "Connected A.Audio -> B.UE.OutputFormat.Mono.Audio:0"
asset_path str "/Game/Audio/MS_Test"
node_id str (GUID) "A1B2C3D4-..." (populated by add_node only)
r = ms.connect_nodes(ap, from_id, "Audio", to_id, pin)
if not r.success:
    raise RuntimeError(r.message)
# NOT r.b_success — that attribute does not exist

FMetaSoundInfo — returned by get_meta_sound_info()

Attribute Type Example
asset_path str "/Game/Audio/MS_Test_Blip"
asset_name str "MS_Test_Blip"
output_format str "Mono"
node_count int 4
graph_inputs list[str] []
graph_outputs list[str] []
info = svc.get_meta_sound_info(asset_path)
print(info.node_count, info.output_format)
# NOT info.success, info.b_success, info.message

FMetaSoundNodeInfo — returned by list_nodes() and get_node_pins()

Attribute Type Example
node_id str (GUID) "A1B2C3D4-..."
node_title str "Wave Player"
class_name str "UE.Wave Player.Mono"
inputs list[str] ["Play:Trigger", "Wave Asset:WaveAsset"]
outputs list[str] ["Out Mono:Audio", "On Finished:Trigger"]
nodes = ms.list_nodes(asset_path)
for n in nodes:
    print(n.node_id, n.node_title, n.class_name)
    # NOT n.node_class, n.node_class_name, n.name

FMetaSoundNodeClassInfo — returned by list_available_nodes()

Attribute Type Example
full_class_name str "UE.Wave Player.Mono"
namespace str "UE"
name str "Wave Player"
variant str "Mono"
display_name str "Wave Player (Mono)"
inputs list[str] ["Play:Trigger", ...]
outputs list[str] ["Out Mono:Audio", ...]
nodes = ms.list_available_nodes("Wave Player")
for n in nodes:
    print(n.name, n.variant, n.full_class_name)
    # NOT n.node_name, n.node_class, n.class_name

Known Node Pins

Use these instead of calling get_node_pins on freshly-added nodes (can time out).

Wave Player (UE.Wave Player.Mono)

Direction Pin Type
Input Play Trigger
Input Stop Trigger
Input Wave Asset WaveAsset
Input Loop Bool
Input Pitch Shift Float
Input Start Time Time
Input Loop Start Time
Input Loop Duration Time
Input Maintain Audio Sync Bool
Output Out Mono Audio
Output On Play Trigger
Output On Finished Trigger
Output On Nearly Finished Trigger
Output On Looped Trigger
Output On Cue Point Trigger
Output Cue Point ID Int32
Output Cue Point Label String
Output Loop Percent Float
Output Playback Location Float
Output Playback Time Time

Sine (UE.Sine.Audio)

Direction Pin Type
Input Frequency Float
Input Modulation Audio
Input Enabled Bool
Input Bi Polar Bool
Input Sync Trigger
Input Phase Offset Float
Input Glide Float
Input Type Enum:SineGenerationType
Output Audio Audio

Standard Interface Nodes

CRITICAL: Interface node pins use namespaced vertex names. The display name shown in the editor is NOT the vertex name. Always use the vertex names below in connect_nodes.

Node title Vertex name (EXACT string for connect_nodes) Type Direction
Input UE.Source.OnPlay Trigger Output
Output (Trigger) UE.Source.OneShot.OnFinished Trigger Input
Output (Audio, Mono) UE.OutputFormat.Mono.Audio:0 Audio Input
Output (Audio, Stereo Left) UE.OutputFormat.Stereo.Audio:0 Audio Input
Output (Audio, Stereo Right) UE.OutputFormat.Stereo.Audio:1 Audio Input
Output (Audio, Quad 0–3) UE.OutputFormat.Quad.Audio:0:3 Audio Input

The audio output format depends on the output_format passed to create_meta_sound ("Mono" / "Stereo" / "Quad"). A Stereo source has two Output.Audio nodes (Left :0, Right :1); a Quad source has four. Mono has one.


Connecting to a Stereo (or Quad) output

A Mono asset has a single audio sink, so next(...) is fine. Stereo/Quad assets have one audio output node per channel — grab them all and feed each one, or channels will be silent.

# Collect every audio sink node (works for Mono, Stereo, and Quad)
nodes = ms.list_nodes(ap)
audio_out_nodes = [
    n for n in nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
]
# Sort by channel index so [0]=Left, [1]=Right (the vertex name ends with ":<index>:Audio")
audio_out_nodes.sort(key=lambda n: n.inputs[0])

# Mono: one node. Stereo: two (Left, Right). Quad: four.
# Example — send a mono signal (e.g. a Mixer "Out") to BOTH stereo channels:
for out_node in audio_out_nodes:
    sink_pin = out_node.inputs[0]                 # e.g. "UE.OutputFormat.Stereo.Audio:0:Audio"
    r = ms.connect_nodes(ap, source_id, "Out", out_node.node_id, sink_pin)
    if not r.success: raise RuntimeError(r.message)

For a true stereo image, drive Left and Right from different signals (e.g. two oscillators, or a stereo Audio Mixer (Stereo, N) whose Out L / Out R feed the two sinks). To get a stereo mixer, search list_available_nodes("Mixer") for a (Stereo, …) variant — the (Mono, N) mixer has a single Out pin and only fills one channel on its own.

connect_nodes accepts the full "VertexName:TypeName" pin string (it strips the trailing :TypeName), so you can pass n.inputs[0] directly without manual splitting.


Notes

  • Save after every batch of edits, not after each individual operation, to avoid excessive disk I/O.
  • list_available_nodes("") returns all registered node classes (~400+). Use a filter like "Sine", "Delay", "Gain" to narrow the results.
  • Node pin names for standard nodes use UE display names (e.g. "In Frequency", "Out", "Audio:0"). Use get_node_pins() to confirm exact names.
  • A MetaSound Source has multiple nodes with node_title == "Output" — one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio). To find the audio sink node, filter for the Output node whose inputs contain an Audio-type pin: next(n for n in nodes if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)). Pin strings from list_nodes are "VertexName:TypeName" — you can pass them directly to connect_nodes, which now automatically strips the trailing :TypeName suffix. Manual stripping (":".join(pin.split(":")[:-1])) still works but is no longer required.
  • Node namespace/name/variant values differ from what the MetaSound editor displays. Always call list_available_nodes("keyword") to discover the correct values; do not guess.
  • MetaSound Sources do not support SoundCue-style SoundNodeWavePlayer — use the WavePlayer MetaSound node instead (discover via list_available_nodes("Wave Player")).
  • Graph inputs appear as Input nodes in the graph (class_name == "Input.Float", "Input.Bool", etc.). When filtering for the standard interface Input node (the one that carries On Play), always match by class_name == "Input.Trigger" — not by node_title == "Input" alone, which will also match graph input nodes.
  • AudioMixer pins interleave audio and gain: Audio Mixer (Mono, 2) has pins ["In 0:Audio", "Gain 0:Float", "In 1:Audio", "Gain 1:Float"]. Never index by position — always filter for :Audio typed pins when connecting audio signals: audio_ins = [p.split(":")[0] for p in mixer_node.inputs if p.endswith(":Audio")].
  • Stereo MetaSound Sources have TWO audio output sinks, one per channel. A Stereo source's audio output pins are UE.OutputFormat.Stereo.Audio:0 (Left) and UE.OutputFormat.Stereo.Audio:1 (Right) — exposed as two separate Output.Audio nodes, not one. (Quad has four: :0:3.) You must feed both channels or one side will be silent. The single-next() audio-sink finder used for Mono only grabs one channel — for Stereo, collect every audio output node. See Connecting to a Stereo/Quad output below.

Sample scripts (run via execute_python_code)

  • scripts/create_metasound.pyx — create a MetaSound Source and list available node types.
Install via CLI
npx skills add https://github.com/kevinpbuckley/VibeUE --skill metasounds
Repository Details
star Stars 226
call_split Forks 59
navigation Branch main
article Path SKILL.md
More from Creator
kevinpbuckley
kevinpbuckley Explore all skills →