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 星数
- 403 (所在仓库星数,统计于 2026-10-21)
- 许可证
- MIT
- 最近提交
- 2026/09/28
- 作者
- quodsoler
所属合集
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.
信息来自作者的 README。 GameSkill 还没完整跑过。支持的 Agent 和安装步骤以作者文档为准。
安装
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.
命令照搬项目 README。在本机运行前,请先看一眼仓库。
为指定 Agent 安装
| Agent | -a | 文件夹 |
|---|---|---|
| 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/ |
在命令后加 -a <参数>。以上是项目级文件夹;加 -g 则安装到你的用户目录。
包含内容
- A pitfalls section with the mistakes to avoid
- Bundled 2 reference docs the agent reads when needed
- Written for Unreal Engine 5.8
适合
- When playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio
不适合
- Anim-notify sounds: use UE Animation System instead
- Component lifetime and attachment: use UE Actor & Component Architecture instead
试试这条提示词
Add attenuated footstep sounds and duck the music during dialogue.关于这个 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.
环境要求
- Unreal Engine 5.8
- Unreal Engine 5.8 C++ project
- The ue-project-context skill from the same pack
相关主题
常见问题
搭配使用
作者标注的相关 Skills,或更适合相邻任务的 Skills。
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.
Unreal Engine Skills (quodsoler) 中的更多 Skills
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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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