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ue5-audio-mcpUE5 audio MCP 搜索

Agent Skill

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

总安装

242

周安装

10

GitHub Stars

公开资料未说明

下载量

79
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ue5-audio-mcp(UE5 audio MCP 搜索)
来源仓库:https://github.com/koshimazaki/ue-audio-skills
仓库路径:skills/ue5-audio-mcp
安装命令:
npx skills add https://github.com/koshimazaki/ue-audio-skills --skill ue5-audio-mcp
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/koshimazaki/ue-audio-skills --skill ue5-audio-mcp

简介

ue5-audio-mcp 用于辅助音频、音乐、语音转写、语音合成或声音素材处理。

  • 适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。
  • 使用时需要确认输入音频来源、输出格式、时长和模型限制。
  • 涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。
  • 当前无额外底部简介,功能以原始 SKILL.md 为准。

SKILL.md

UE Audio MCP Plugin — TCP Control (42 Commands)

Drive the C++ TCP server inside Unreal Editor. All commands use 4-byte big-endian length prefix + UTF-8 JSON on 127.0.0.1:9877.

Requires the UE Audio MCP Plugin installed in your UE5 project.

Connection

# Python SDK
from ue_audio_mcp.ue5_connection import get_ue5_connection
conn = get_ue5_connection()
resp = conn.send_command({"action": "ping"})

# Raw TCP
python3 -c "
import socket, struct, json
s = socket.socket(); s.settimeout(5); s.connect(('127.0.0.1', 9877))
p = json.dumps({'action':'ping'}).encode()
s.sendall(struct.pack('>I', len(p)) + p)
r = s.recv(4); l = struct.unpack('>I', r)[0]; print(json.loads(s.recv(l)))
"

All 42 Commands

System (1)

CommandParamsReturns
pingengine, version, project, features[]

MetaSounds Builder Lifecycle (3)

CommandParamsReturns
create_builderasset_type (Source/Patch/Preset), nameasset_type, name
add_interfaceinterface
build_to_assetname, path (/Game/...)name, path

Graph I/O (2)

CommandParamsReturns
add_graph_inputname, type, default?name, type
add_graph_outputname, typename, type

Node Operations (3)

CommandParamsReturns
add_nodeid, node_type, position? [x,y]id, node_type
set_defaultnode_id, input, valuenode_id, input
connectfrom_node, from_pin, to_node, to_pinall four

__graph__ = sentinel node ID for graph boundary connections.

Audition & Editor (3)

CommandParamsReturns
auditionname?
stop_audition
open_in_editor

Graph Variables (3, UE 5.7+)

CommandParamsReturns
add_graph_variablename, type, default?name, type
add_variable_get_nodeid, variable_name, delayed?id, variable_name
add_variable_set_nodeid, variable_nameid, variable_name

Presets (2)

CommandParamsReturns
convert_to_presetreferenced_asset (/Game/...)referenced_asset
convert_from_preset

Query & Export (7)

CommandParamsReturns
list_node_classesfilter?, limit? (200), include_pins?, include_metadata?nodes[], total, shown
list_metasound_nodes*(alias for list_node_classes)*same
get_node_locationsasset_pathnodes[], edges[]
get_graph_input_namesnames[], count
set_live_updatesenabled (bool)enabled
export_metasoundasset_pathasset_type, is_preset, interfaces[], graph_inputs[], graph_outputs[], variables[], nodes[], edges[]
list_blueprint_functionsfilter?, class_filter?, audio_only?, limit?, include_pins?, list_classes_only?functions[], total

Blueprint & Assets (4)

CommandParamsReturns
call_functionfunction, args?function, return_value?
list_assetsclass_filter?, path?, limit?assets[], total, shown
scan_blueprintasset_path, audio_only?, include_pins?graphs[], audio_summary
export_audio_blueprintasset_pathnodes[], edges[], audio_summary

Allowlisted functions: PlaySound2D, PlaySoundAtLocation, SpawnSoundAtLocation, SpawnSound2D, SetSoundMixClassOverride, ClearSoundMixClassOverride, PushSoundMixModifier, PopSoundMixModifier, SetGlobalPitchModulation, SetGlobalListenerFocusParameters, PlayDialogue2D, PlayDialogueAtLocation, SpawnDialogue2D, SpawnDialogueAtLocation, GetPlayerCameraManager, GetPlayerController, GetPlayerPawn.

class_filter values: Blueprint, WidgetBlueprint, AnimBlueprint, MetaSoundSource, MetaSoundPatch, SoundWave, SoundCue, SoundAttenuation, SoundClass, SoundConcurrency, SoundMix, ReverbEffect.

Blueprint Builder (7)

CommandParamsReturns
bp_open_blueprintasset_pathasset_path, graphs[]
bp_add_nodekind (CallFunction/CustomEvent/VariableGet/VariableSet), name, graph?node_id, kind, name
bp_connect_pinsfrom_node, from_pin, to_node, to_pinall four
bp_set_pin_defaultnode_id, pin_name, valuenode_id, pin_name
bp_compilesuccess, errors[], warnings[]
bp_register_existing_nodenode_id, graph?node_id, name, kind
bp_list_pinsnode_idpins[] (name, type, direction, connected, default)

Node kinds: CallFunction (audio API calls), CustomEvent (event receivers), VariableGet/VariableSet (Blueprint variables). Security: Only allowlisted audio functions can be called — prevents arbitrary code execution.

World Audio Setup (7)

CommandParamsReturns
place_anim_notifyanimation_path, notify_type, time, sound?animation_path, notify_type, time
place_bp_anim_notifyanimation_path, notify_class, timeanimation_path, time
spawn_audio_emittersound_path, location [x,y,z], name?, attenuation?name, location
import_sound_filefile_path, destinationsource_path, destination, asset_name
set_physical_surfacematerial_path, surface_typematerial_path, surface_type
place_audio_volumelocation [x,y,z], extent [x,y,z], name?, reverb_effect?, priority?name, location, volume_extent
spawn_blueprint_actorblueprint_path, location [x,y,z], name?, rotation? [p,y,r]name, blueprint_path, location

Assets (1)

CommandParamsReturns
duplicate_assetsource_path, dest_path, dest_namesource_path, dest_path

Key Pin Names

  • Sine/Saw/Square/Triangle: IN: Frequency, Phase Offset, Glide, Bias; OUT: Audio
  • AD Envelope: IN: Trigger, Attack Time, Decay Time; OUT: Out Envelope
  • ADSR Envelope: IN: Trigger Attack, Trigger Release, Attack Time, Decay Time, Sustain Level, Release Time; OUT: Out Envelope
  • Biquad Filter: IN: In, Cutoff Frequency, Bandwidth, Filter Type; OUT: Out
  • Wave Player: IN: Play, Stop, Wave Asset, Start Time, Loop, Pitch Shift; OUT: Out Audio, On Finished
  • Multiply/Add (Audio): IN: Primary Operand, Operand; OUT: Out
  • Map Range: IN: Value, In Range A, In Range B, Out Range A, Out Range B, Clamped; OUT: Out

Full pin reference: scripts/ms_node_specs.json (93 nodes, 464 pins)

Example Workflows

Simple Sine → Output

{"action":"create_builder", "asset_type":"Source", "name":"MySine"}
{"action":"add_interface", "interface":"MetaSound"}
{"action":"add_graph_output", "name":"Out Mono", "type":"Audio"}
{"action":"add_node", "id":"osc", "node_type":"UE::Sine::Audio"}
{"action":"set_default", "node_id":"osc", "input":"Frequency", "value":440}
{"action":"connect", "from_node":"osc", "from_pin":"Audio", "to_node":"__graph__", "to_pin":"Out Mono"}
{"action":"build_to_asset", "name":"MySine", "path":"/Game/Audio/MCP"}

Blueprint Audio Wiring

{"action":"bp_open_blueprint", "asset_path":"/Game/BP_Player"}
{"action":"bp_add_node", "kind":"CallFunction", "name":"PlaySound2D"}
{"action":"bp_add_node", "kind":"CustomEvent", "name":"OnFootstep"}
{"action":"bp_connect_pins", "from_node":"OnFootstep", "from_pin":"then", "to_node":"PlaySound2D", "to_pin":"execute"}
{"action":"bp_compile"}

World Audio Setup

{"action":"import_sound_file", "file_path":"/sounds/footstep_concrete_01.wav", "destination":"/Game/Audio/Footsteps"}
{"action":"spawn_audio_emitter", "sound_path":"/Game/Audio/Ambient/Wind", "location":[0,0,100], "name":"WindEmitter"}
{"action":"place_audio_volume", "location":[0,0,200], "extent":[500,500,300], "reverb_effect":"/Game/Audio/Reverb/LargeHall"}
{"action":"place_anim_notify", "animation_path":"/Game/Anims/Walk", "notify_type":"PlaySound", "time":0.3, "sound":"/Game/Audio/Footsteps/Step01"}

Project Scan & Export

{"action":"list_assets", "class_filter":"Blueprint"}
{"action":"scan_blueprint", "asset_path":"/Game/BP_Player", "audio_only":true}
{"action":"list_assets", "class_filter":"MetaSoundSource"}
{"action":"export_metasound", "asset_path":"/Game/Audio/MS_Gunshot"}

Or batch: python scripts/scan_project.py --full-export --import-db --rebuild-embeddings

Gotchas

  • Must call create_builder before any node/connection ops
  • __graph__ is NOT a real node — it's the boundary sentinel
  • Path must start with /Game/ or /Engine/, no ..
  • Audio vs Float: cannot cross-connect — use correct node variant
  • TCP drops after ~17 rapid commands — use reconnect with progressive delay
  • Builder state is global — only one active builder at a time
  • list_node_classes discovers real class names — the 65-name registry may miss some
  • BP Builder is additive-only — no node deletion (add nodes + wire, don't remove)
  • bp_compile may fail silently — check errors[] in response
  • World commands spawn into the current editor level — save before spawning

Source Files

  • C++ plugin: UE-AUDIO-MCP (42 commands, TCP:9877)
  • Python tools: src/ue_audio_mcp/tools/
  • Node registry: src/ue_audio_mcp/knowledge/metasound_nodes.py (195 nodes, 1053 entries)

$ARGUMENTS

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.88%
按下载量换算28

Claude

30.93%
按下载量换算24

Cursor

20.72%
按下载量换算16

Gemini CLI

8.97%
按下载量换算7

安全审计

Gen Agent Trust Hub

通过

Socket

可疑

Snyk

通过

权限和风险

external-service

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在 warning/failed 结果,不能写成本站确认安全。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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