unreal-build-audio
Implement Unreal runtime audio using explicit assets, spatial routing, concurrency, and interruption-safe component ownership.
SKILL.mdskills/unreal-build-audio/SKILL.md
GitHubUnreal Build Audio
When to use
Implement Unreal runtime audio using explicit assets, spatial routing, concurrency, and interruption-safe component ownership. Use this feature for Unreal-owned game code and content.
Activation and prerequisites
Run commands/resolve-engine.sh and commands/resolve-skill.sh unreal-build-audio before edits or tool launches. Continue only when the effective engine is UNREAL and compatible: true. Skill selection never selects the engine. Honor any validated task override and its permitted isolated output scope.
Identify Unreal version, supported audio backend/targets, selected SoundWave/SoundCue or MetaSound approach, submix/sound-class layout, source rights, voice/memory budgets and pause policy. Middleware and optional plugins remain explicit selections.
Workflow
- Map validated gameplay events to playback requests with ownership and semantic categories. Select the appropriate authored sound asset rather than coupling simulation state to audio component completion.
- Configure import compression, streaming, looping and platform quality for actual clip duration and use. Preserve subtitle/localization metadata and validate licensing/provenance before integration.
- Use owned AudioComponents or bounded transient playback deliberately. Track handles for loops and cancellable effects; pooling must reset parameters, attachments, mix routing and completion bindings.
- Set attenuation, spatialization, occlusion and listener behavior for the target experience. Optional spatialization plugins require explicit support and hardware verification rather than an assumed platform feature.
- Apply Sound Concurrency rules, priority, virtualization and voice limits. Overlapping impacts should coalesce or steal predictably without cutting essential dialogue or leaving suppressed gameplay cues.
- Separate game-thread events from audio-render timing. Use supported scheduling such as the selected Quartz workflow when precise musical timing is required; pause, dilation and travel need explicit bridge behavior.
- Manage submix/sound-class settings and reversible ducking under clear owners. Stop or transfer scene-owned audio on teardown, recover from output/suspension changes and provide subtitles or visual equivalents.
- Read the runtime audio reference for component/delegate lifetime, MetaSound parameter contracts, Quartz scheduling and failure-aware verification. Generating or changing source media still follows the existing media contract and approval boundaries.
Verification
- Listen on target hardware for clipping, attenuation, occlusion, transition timing and subtitle alignment.
- Stress concurrency, virtualized loops, cancellation, actor destruction, world travel and suspended/resumed playback.
- Record native audio CPU, active voices, streaming/memory and timing evidence. Mock playback calls do not replace a listening review.
Output
Native audio assets, component and concurrency ownership rules, routing/clock map, listening review and target performance measurements. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.
Boundaries
Do not install middleware or assume MetaSounds/Quartz integration is already selected. Sound output failures must not change authoritative gameplay outcomes. Independent tools and services retain their own architecture contracts.
References
- Unreal audio. Match the documentation version to the project.
- Sound concurrency. Match the documentation version to the project.
- Runtime audio: playback handles, clocks, selected systems and native listening evidence.