UE Audio System
/ue-audio-system
Play, mix and debug sound in Unreal Engine: one-shot SFX, ambience, music, dialogue, MetaSounds, attenuation, submixes, Quartz and modulation.
- GitHub stars
- 403 (repository stars as of 2026-10-21)
- License
- MIT
- Last commit
- 2026/09/28
- By
- quodsoler
Part of
Unreal Engine Skills (quodsoler)
31 Unreal Engine C++ skills checked against the UE 5.8 headers: gameplay framework, GAS, animation, networking, rendering, AI, UI, tools and more.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add quodsoler/unreal-engine-skills --skill ue-project-context ue-audio-systemInstalls this skill plus ue-project-context, which writes the project document every skill in this pack reads first. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- A pitfalls section with the mistakes to avoid
- Bundled 2 reference docs the agent reads when needed
- Written for Unreal Engine 5.8
Good fit
- When playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio
Not for
- Anim-notify sounds: use UE Animation System instead
- Component lifetime and attachment: use UE Actor & Component Architecture instead
Try this prompt
Add attenuated footstep sounds and duck the music during dialogue.About this skill
Use when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. For VFX timing, see ue-niagara-effects; for anim-notify sounds, see ue-animation-system; for component lifetime and attachment, see ue-actor-component-architecture.
From the ue-audio-system SKILL.md in quodsoler/unreal-engine-skills.
What's inside
- Context
- Sound Assets
- Playing Sounds
- UAudioComponent Control
- Attenuation and Spatialization
- Concurrency
- Sound Classes and Sound Mixes
- Submixes, Buses and Sends
- Submix Effects
- MetaSounds
Good to know
Skills in Unreal Engine Skills read .agents/ue-project-context.md, which the ue-project-context skill writes from your project's modules and conventions. Every API is checked against the UE 5.8 headers.
Requirements
- Unreal Engine 5.8
- Unreal Engine 5.8 C++ project
- The ue-project-context skill from the same pack
Topics
FAQ
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
UE Animation System
Unreal Engine animation C++: AnimInstance subclasses, thread-safe updates, montages and notifies, curves, blend spaces, state machines, linked layers and root motion.
UE Actor & Component Architecture
Write and debug AActor and UActorComponent C++ for UE 5.8: lifecycle, spawning, default subobjects, attachment, tick groups and actor pooling.
UE Data Assets & Tables
Model designer-authored game data in Unreal C++: data assets, data tables, curve tables, soft references and asset streaming.
UE C++ Foundations
Unreal Engine C++ reflection and core types: UCLASS, UPROPERTY and UFUNCTION, smart pointers, containers, delegates, subsystems and garbage collection.
More from Unreal Engine Skills (quodsoler)
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Unreal Engine C++ AI: AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS and Smart Objects.
UE Async & Threading
Move work off Unreal's game thread and back: UE::Tasks, Async and futures, ParallelFor, runnables, locks, timers and tickers.
UE Blueprint and C++ Interop
Expose C++ to Blueprint and call Blueprint from C++: UFUNCTION specifiers, native events, function libraries, latent and async actions, and interfaces.
UE Character Movement
Write and debug UCharacterMovementComponent code: custom movement modes, floor detection, jumping, crouching, root motion, moving platforms and client prediction.
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