build-system
Build System — Full Pipeline Audio Generator
Orchestrate all three layers (MetaSounds + Blueprint + Wwise) to generate complete game audio systems from a single description.
Process
- 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
Available Patterns (10)
| 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 |
MCP Tools
Single System
build_audio_system(pattern="gunshot", name="PlayerRifle", params={...})
AAA Project (6 categories)
build_aaa_project(project_name="MyGame")
Generates: player_footsteps, player_weapons, npc_footsteps, ambient_wind, weather, ui — each with dedicated bus, work units, events.
3 Execution Modes
| 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.
Cross-Layer Wiring
| 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 |
AAA Bus Structure (auto-generated)
Master Audio Bus
├── SFX
│ ├── SFX_Footsteps
│ ├── SFX_Weapons
│ └── SFX_NPC
├── Ambient
│ ├── AMB_Wind
│ └── AMB_Weather
└── UI
└── UI_Sounds
Output Format
## System: [Name]
### MetaSounds Patches
[JSON graph specs]
### Blueprint Logic
[Node descriptions / pseudo-code]
### Wwise Hierarchy
[Creation sequence with properties]
### Cross-Layer Wiring
[AudioLink + RTPC + event connections]
Source Files
- 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
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