ue5-audio-builder
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ChineseBuild System — Full Pipeline Audio Generator
构建系统 — 全流程音频生成器
Orchestrate all three layers (MetaSounds + Blueprint + Wwise) to generate complete game audio systems from a single description.
通过单一描述即可编排MetaSounds、Blueprint、Wwise这三个层级,生成完整的游戏音频系统。
Process
流程
- Parse — Identify audio behaviours needed
- Decompose — Map to MetaSounds (DSP), Blueprint (triggers), Wwise (mixing)
- Generate — Build each layer using templates + knowledge
- Wire — Connect layers (AudioLink, RTPC, events)
- Validate — Check types, connections, paths
- 解析 — 确定所需的音频行为
- 分解 — 映射到MetaSounds(DSP)、Blueprint(触发器)、Wwise(混音)
- 生成 — 利用模板和相关知识构建每个层级
- 连线 — 连接各层级(AudioLink、RTPC、事件)
- 验证 — 检查类型、连接关系和路径
Available Patterns (10)
可用模式(10种)
| Pattern | MetaSounds | Blueprint | Wwise |
|---|---|---|---|
| gunshot | Random → WavePlayer → Filter → Envelope | Fire event → trigger | RandomSeqContainer + reverb bus |
| footsteps | Surface → TriggerRoute → per-surface chains | Line trace → surface detect | SwitchContainer + attenuation |
| ambient | Looped layers + random details + LFO drift | Zone overlap volumes | BlendContainer + RTPC volumes |
| ui_sound | Sine + AD Envelope (procedural) | UI event router | UI bus (non-spatial) |
| weather | State-driven layers + crossfade + dynamic filter | Weather state reader | StateGroup + SwitchContainer |
| spatial | ITD Panner + processing chain | Position tracking | Distance attenuation + HRTF |
| vehicle_engine | Trigger Sequence → layered Wave Players + Compressor | RPM/throttle params | Engine bus + RTPC |
| sfx_generator | 7-stage synth (Gen→Spectral→Filter→Amp→FX) | Parameter inputs | FX bus chain |
| preset_morph | Morph 0-1 → MapRange → filter params | Morph slider | Blend preset bus |
| macro_sequence | Graph variables → InterpTo → filter chain | Step triggers | Sequence bus |
| 模式 | MetaSounds | Blueprint | Wwise |
|---|---|---|---|
| 枪声 | Random → WavePlayer → Filter → Envelope | 开火事件 → trigger | RandomSeqContainer + reverb bus |
| 脚步声 | Surface → TriggerRoute → 按表面分类的链 | 线追踪 → 表面检测 | SwitchContainer + attenuation |
| 环境音 | 循环层 + 随机细节 + LFO漂移 | 区域重叠体积 | BlendContainer + RTPC volumes |
| UI音效 | Sine + AD Envelope(程序化) | UI事件路由器 | UI bus(非空间化) |
| 天气音效 | 状态驱动层 + 交叉淡入淡出 + 动态滤波器 | 天气状态读取器 | StateGroup + SwitchContainer |
| 空间音频 | ITD Panner + 处理链 | 位置追踪 | Distance attenuation + HRTF |
| 载具引擎 | Trigger Sequence → 分层Wave Players + Compressor | RPM/油门参数 | Engine bus + RTPC |
| 音效生成器 | 7阶段合成器(Gen→Spectral→Filter→Amp→FX) | 参数输入 | FX总线链 |
| 预设形态切换 | Morph 0-1 → MapRange → 滤波器参数 | Morph滑块 | Blend preset bus |
| 宏序列 | 图变量 → InterpTo → 滤波器链 | 步骤触发器 | Sequence bus |
MCP Tools
MCP工具
Single System
单一系统
build_audio_system(pattern="gunshot", name="PlayerRifle", params={...})build_audio_system(pattern="gunshot", name="PlayerRifle", params={...})AAA Project (6 categories)
AAA级项目(6个分类)
build_aaa_project(project_name="MyGame")Generates: player_footsteps, player_weapons, npc_footsteps, ambient_wind, weather, ui — each with dedicated bus, work units, events.
build_aaa_project(project_name="MyGame")生成内容:player_footsteps、player_weapons、npc_footsteps、ambient_wind、weather、ui —— 每个都配有专用总线、工作单元和事件。
3 Execution Modes
3种执行模式
| Mode | Condition | What happens |
|---|---|---|
| Full | Wwise + UE5 connected | Creates everything live |
| Wwise-only | Wwise connected, no UE5 | Creates Wwise hierarchy + offline MetaSounds spec |
| Offline | Neither connected | Dry-run preview of all layers |
Auto-detected from connection state. No config needed.
| 模式 | 条件 | 执行操作 |
|---|---|---|
| 完整模式 | 已连接Wwise + UE5 | 实时创建所有内容 |
| 仅Wwise模式 | 已连接Wwise,未连接UE5 | 创建Wwise层级结构 + 离线MetaSounds规格 |
| 离线模式 | 均未连接 | 所有层级的试运行预览 |
根据连接状态自动检测,无需配置。
Cross-Layer Wiring
跨层级连线
| Connection | From | To |
|---|---|---|
| wwise_event → metasound_asset | Wwise Event | MetaSounds Source |
| rtpc → ms_input | Wwise GameParameter | MetaSounds graph input |
| bp → wwise | Blueprint PostEvent | Wwise Event |
| bp → ms_param | Blueprint SetFloatParameter | MetaSounds graph input |
| audiolink | MetaSounds output | Wwise Audio Input |
| 连接关系 | 来源 | 目标 |
|---|---|---|
| wwise_event → metasound_asset | Wwise Event | MetaSounds Source |
| rtpc → ms_input | Wwise GameParameter | MetaSounds图输入 |
| bp → wwise | Blueprint PostEvent | Wwise Event |
| bp → ms_param | Blueprint SetFloatParameter | MetaSounds图输入 |
| audiolink | MetaSounds输出 | Wwise Audio Input |
AAA Bus Structure (auto-generated)
AAA级总线结构(自动生成)
Master Audio Bus
├── SFX
│ ├── SFX_Footsteps
│ ├── SFX_Weapons
│ └── SFX_NPC
├── Ambient
│ ├── AMB_Wind
│ └── AMB_Weather
└── UI
└── UI_SoundsMaster Audio Bus
├── SFX
│ ├── SFX_Footsteps
│ ├── SFX_Weapons
│ └── SFX_NPC
├── Ambient
│ ├── AMB_Wind
│ └── AMB_Weather
└── UI
└── UI_SoundsOutput Format
输出格式
undefinedundefinedSystem: [Name]
系统: [名称]
MetaSounds Patches
MetaSounds Patches
[JSON graph specs]
[JSON图规格]
Blueprint Logic
Blueprint逻辑
[Node descriptions / pseudo-code]
[节点描述 / 伪代码]
Wwise Hierarchy
Wwise层级结构
[Creation sequence with properties]
[带属性的创建序列]
Cross-Layer Wiring
跨层级连线
[AudioLink + RTPC + event connections]
undefined[AudioLink + RTPC + 事件连接]
undefinedSource Files
源文件
- Orchestrator:
src/ue_audio_mcp/tools/systems.py - Templates: (22 JSON)
src/ue_audio_mcp/templates/ - Wwise templates:
src/ue_audio_mcp/tools/wwise_templates.py - Graph validator:
src/ue_audio_mcp/knowledge/graph_schema.py
$ARGUMENTS
- 编排器:
src/ue_audio_mcp/tools/systems.py - 模板: (22个JSON文件)
src/ue_audio_mcp/templates/ - Wwise模板:
src/ue_audio_mcp/tools/wwise_templates.py - 图验证器:
src/ue_audio_mcp/knowledge/graph_schema.py
$ARGUMENTS