ue5-audio-builder

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Build 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

  1. Parse — Identify audio behaviours needed
  2. Decompose — Map to MetaSounds (DSP), Blueprint (triggers), Wwise (mixing)
  3. Generate — Build each layer using templates + knowledge
  4. Wire — Connect layers (AudioLink, RTPC, events)
  5. Validate — Check types, connections, paths
  1. 解析 — 确定所需的音频行为
  2. 分解 — 映射到MetaSounds(DSP)、Blueprint(触发器)、Wwise(混音)
  3. 生成 — 利用模板和相关知识构建每个层级
  4. 连线 — 连接各层级(AudioLink、RTPC、事件)
  5. 验证 — 检查类型、连接关系和路径

Available Patterns (10)

可用模式(10种)

PatternMetaSoundsBlueprintWwise
gunshotRandom → WavePlayer → Filter → EnvelopeFire event → triggerRandomSeqContainer + reverb bus
footstepsSurface → TriggerRoute → per-surface chainsLine trace → surface detectSwitchContainer + attenuation
ambientLooped layers + random details + LFO driftZone overlap volumesBlendContainer + RTPC volumes
ui_soundSine + AD Envelope (procedural)UI event routerUI bus (non-spatial)
weatherState-driven layers + crossfade + dynamic filterWeather state readerStateGroup + SwitchContainer
spatialITD Panner + processing chainPosition trackingDistance attenuation + HRTF
vehicle_engineTrigger Sequence → layered Wave Players + CompressorRPM/throttle paramsEngine bus + RTPC
sfx_generator7-stage synth (Gen→Spectral→Filter→Amp→FX)Parameter inputsFX bus chain
preset_morphMorph 0-1 → MapRange → filter paramsMorph sliderBlend preset bus
macro_sequenceGraph variables → InterpTo → filter chainStep triggersSequence bus
模式MetaSoundsBlueprintWwise
枪声Random → WavePlayer → Filter → Envelope开火事件 → triggerRandomSeqContainer + 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 + CompressorRPM/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

ModeConditionWhat happens
FullWwise + UE5 connectedCreates everything live
Wwise-onlyWwise connected, no UE5Creates Wwise hierarchy + offline MetaSounds spec
OfflineNeither connectedDry-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

ConnectionFromTo
wwise_event → metasound_assetWwise EventMetaSounds Source
rtpc → ms_inputWwise GameParameterMetaSounds graph input
bp → wwiseBlueprint PostEventWwise Event
bp → ms_paramBlueprint SetFloatParameterMetaSounds graph input
audiolinkMetaSounds outputWwise Audio Input
连接关系来源目标
wwise_event → metasound_assetWwise EventMetaSounds Source
rtpc → ms_inputWwise GameParameterMetaSounds图输入
bp → wwiseBlueprint PostEventWwise Event
bp → ms_paramBlueprint SetFloatParameterMetaSounds图输入
audiolinkMetaSounds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_Sounds
Master Audio Bus
├── SFX
│   ├── SFX_Footsteps
│   ├── SFX_Weapons
│   └── SFX_NPC
├── Ambient
│   ├── AMB_Wind
│   └── AMB_Weather
└── UI
    └── UI_Sounds

Output Format

输出格式

undefined
undefined

System: [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]
undefined

Source Files

源文件

  • Orchestrator:
    src/ue_audio_mcp/tools/systems.py
  • Templates:
    src/ue_audio_mcp/templates/
    (22 JSON)
  • 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:
    src/ue_audio_mcp/templates/
    (22个JSON文件)
  • Wwise模板:
    src/ue_audio_mcp/tools/wwise_templates.py
  • 图验证器:
    src/ue_audio_mcp/knowledge/graph_schema.py
$ARGUMENTS