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DocsReferenceAudio

Audio

Every Audio command in CodeFizz Editor Agent, with parameters and examples.

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A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, Control Rig, Insights profiling, and more) over the Model Context Protocol. Connect Claude Code, Cursor, VS Code, or any MCP-compatible client and let your AI build inside the engine.

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40 commands. Each shows its parameters and an example, and has a copyable deep link, so you (or an AI agent) can jump straight to one.

search_metasound_nodes

Search MetaSound node classes, ranked

Searches every MetaSound node class the editor has registered and ranks the hits: an exact name beats a prefix, a prefix beats a word-boundary hit, and that beats a loose substring. Author keywords count too, so 'pitch' finds nodes that never say pitch in their name. Spacing and case are ignored, so 'sinewave' finds Sine Wave. Pass --queries to ask several keywords in one call and get a ranked list per keyword instead of N round trips. Filter by --category or by --data-type to see only nodes that carry a given signal, e.g. Audio or Trigger.

ParameterTypeRequiredDescription
querystringNoKeyword to rank against. Omit to list everything matching the other filters
queriesstringlistNoSeveral keywords at once; each gets its own ranked list
categorystringNoOnly nodes whose category contains this text, e.g. Math or Envelopes
data_typestringNoOnly nodes with an input or output of this data type, e.g. Audio, Trigger, Float
max_resultsintNoMaximum results per query
include_deprecatedboolNoInclude nodes the engine flags deprecated
include_all_versionsboolNoInclude every registered version, not just the highest
example
cfa search_metasound_nodes --query pitch --max-results 5
cfa search_metasound_nodes --queries "pitch,volume,multiply,filter,subtract" --max-results 10
cfa search_metasound_nodes --data-type Audio --category Filters
describe_metasound_node

Full pin schema of a MetaSound node

Returns everything the editor knows about a node class: every input and output with its name, data type, tooltip, default value and whether it is a constructor pin, plus the node's description, category and version. Pass --node-classes to describe a whole batch in one call. Names are forgiving: Multiply, UE.Math.Multiply and the display name all resolve, and an ambiguous or missing name comes back with the closest candidates.

ParameterTypeRequiredDescription
node_classstringNoNode class name, e.g. Multiply or UE.Math.Multiply
node_classesstringlistNoSeveral node classes at once
major_versionintNoMajor version to describe; defaults to the highest registered
example
cfa describe_metasound_node --node-class "Sine"
cfa describe_metasound_node --node-classes "Multiply,AD Envelope,Wave Player"
list_metasound_datatypes

List MetaSound data types

Every data type registered in this editor, with the literal shape each accepts. Use this to find the exact spelling for a graph input or variable.

ParameterTypeRequiredDescription
filterstringNoSubstring filter on the data type name
max_resultsintNoMaximum results
array_onlyboolNoOnly array types
example
cfa list_metasound_datatypes --filter audio
list_metasound_interfaces

List MetaSound interfaces

Every MetaSound interface registered in this editor with its version and member counts, which is what set_metasound_interface expects.

ParameterTypeRequiredDescription
filterstringNoSubstring filter on the interface name
max_resultsintNoMaximum results
example
cfa list_metasound_interfaces --filter Source
create_metasound

Create a MetaSound Source or Patch

Creates a MetaSound. A source is playable and takes an output format (Mono, Stereo, Quad, FiveDotOne, SevenDotOne); a patch is a reusable graph you drop into other MetaSounds. A source is one-shot by default, meaning it finishes on its own; pass --one-shot=false for a sound that loops until something stops it.

ParameterTypeRequiredDescription
namestringYesAsset name, e.g. MS_Footstep
pathstringYesContent folder, e.g. /Game/Audio
typestringNosource or patch
output_formatstringNoMono, Stereo, Quad, FiveDotOne or SevenDotOne (sources only)
one_shotboolNoSource finishes on its own rather than looping (sources only)
authorstringNoAuthor recorded on the document
example
cfa create_metasound --name MS_Footstep --path /Game/Audio
cfa create_metasound --name MS_Ambience --path /Game/Audio --output-format Stereo --one-shot=false
get_metasound_info

Summarize a MetaSound asset

Asset-level summary: type, declared interfaces, output format and channel count, whether it loops, its graph inputs and outputs, and node, connection and page counts.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
example
cfa get_metasound_info --metasound-path /Game/Audio/MS_Footstep
get_metasound_graph

Read a MetaSound graph

Returns the graph as nodes, connections and variables. Connections name their pins rather than internal vertex ids, so what comes back is what connect_metasound_nodes accepts. Input defaults and editor positions are off by default because they roughly double the payload.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
include_defaultsboolNoInclude each node input's literal default
include_positionsboolNoInclude node editor positions
max_resultsintNoMaximum nodes returned
example
cfa get_metasound_graph --metasound-path /Game/Audio/MS_Footstep --include-defaults
add_metasound_node

Add a node to a MetaSound graph

Adds a node by class name and returns its id, which is what connections and default-setting refer to. Run search_metasound_nodes first if you are unsure of the name.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
node_classstringYesNode class name, e.g. Multiply or UE.Math.Multiply
major_versionintNoMajor version; defaults to the highest registered
positionstringNoEditor position as X,Y
example
cfa add_metasound_node --metasound-path /Game/Audio/MS_Footstep --node-class "Wave Player" --position "0,0"
remove_metasound_node

Remove a MetaSound node

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
node_idstringYesNode id from get_metasound_graph
example
cfa remove_metasound_node --metasound-path /Game/Audio/MS_Footstep --node-id <guid>
connect_metasound_nodes

Wire two MetaSound nodes together

Connects an output pin to an input pin. Either end may be a node id or the name of a graph input or output, so you can wire straight to the graph boundary without looking up its hidden node first. When an end names a graph input or output, its pin is unambiguous and the pin-name argument on that side is ignored. A refused connection reports both data types, since a type mismatch is the usual cause.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
from_nodestringYesSource node id, or a graph input name
from_outputstringYesOutput pin name on the source; ignored when from_node names a graph input
to_nodestringYesDestination node id, or a graph output name
to_inputstringYesInput pin name on the destination; ignored when to_node names a graph output
example
cfa connect_metasound_nodes --metasound-path /Game/Audio/MS_Tone --from-node <guid> --from-output Audio --to-node "UE.OutputFormat.Mono.Audio:0" --to-input "UE.OutputFormat.Mono.Audio:0"
disconnect_metasound_nodes

Clear a MetaSound node input

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
to_nodestringYesDestination node id whose input is being cleared
to_inputstringYesInput pin name to disconnect
example
cfa disconnect_metasound_nodes --metasound-path /Game/Audio/MS_Footstep --to-node <guid> --to-input "In"
set_metasound_node_input_default

Set a literal on a MetaSound node input

Sets the value an unconnected input reads. The text is parsed against the pin's own data type, discovered from the engine's data type registry, so 440, true, Hello and /Game/Audio/SW_Beep all work without you naming a type. Array types take a comma separated list. A connected pin cannot carry a default, and says so.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
node_idstringYesNode id
input_namestringYesInput pin name
valuestringYesValue as text, parsed against the pin's data type
example
cfa set_metasound_node_input_default --metasound-path /Game/Audio/MS_Tone --node-id <guid> --input-name Frequency --value 440
add_metasound_graph_input

Add an input to a MetaSound's interface

Adds an input to the MetaSound's own interface so callers can drive it from Blueprint or as a parameter. A constructor input is fixed at construction time and cannot be changed while the sound plays.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
namestringYesMember name as it appears on the graph
data_typestringYesMetaSound data type; see list_metasound_datatypes
default_valuestringNoDefault value as text, parsed against the data type
is_constructorboolNoConstructor pin, settable only at construction
example
cfa add_metasound_graph_input --metasound-path /Game/Audio/MS_Tone --name Frequency --data-type Float --default-value 440
add_metasound_graph_output

Add an output to a MetaSound's interface

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
namestringYesMember name as it appears on the graph
data_typestringYesMetaSound data type
default_valuestringNoDefault value as text
is_constructorboolNoConstructor pin
example
cfa add_metasound_graph_output --metasound-path /Game/Audio/MS_Tone --name Level --data-type Float
remove_metasound_graph_member

Remove a graph input, output or variable

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
namestringYesMember name
kindstringYesinput, output or variable
example
cfa remove_metasound_graph_member --metasound-path /Game/Audio/MS_Tone --name Frequency --kind input
set_metasound_graph_input_default

Set a graph input's default value

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
namestringYesGraph input name
valuestringYesValue as text, parsed against the input's data type
example
cfa set_metasound_graph_input_default --metasound-path /Game/Audio/MS_Tone --name Frequency --value 880
add_metasound_variable

Declare a MetaSound graph variable

Declares a variable, which carries a value between parts of the graph without a wire. Pair it with add_metasound_variable_node to read or write it.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
namestringYesVariable name
data_typestringYesMetaSound data type
default_valuestringNoDefault value as text
example
cfa add_metasound_variable --metasound-path /Game/Audio/MS_Tone --name Gain --data-type Float --default-value 0.5
add_metasound_variable_node

Add a get or set node for a variable

Adds an accessor node for an existing variable. A delayed get reads the value from the previous block, which is how you build a feedback loop without a cycle. A variable has at most one set node.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
namestringYesVariable name
accessorstringNoget, get_delayed or set
example
cfa add_metasound_variable_node --metasound-path /Game/Audio/MS_Tone --name Gain --accessor set
set_metasound_interface

Add or remove a MetaSound interface

Adds or removes an interface, which also adds or removes the graph members that interface declares. Removing UE.Source.OneShot is how a source becomes looping. Some interfaces are fixed for their asset type and cannot be changed; the error says so.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
interface_namestringYesInterface name; see list_metasound_interfaces
addboolNoAdd it, or remove it when false
example
cfa set_metasound_interface --metasound-path /Game/Audio/MS_Ambience --interface-name UE.Source.OneShot --add=false
build_metasound_graph

Build a whole MetaSound graph in one call

Builds nodes, their input defaults, connections, graph inputs and outputs, and variables in a single call, then lays the result out. Node ids in --nodes are yours to choose and are what --connections refer to; a connection endpoint that is not one of them is treated as a graph input or output name. Everything is resolved before anything is written, so a bad node class fails the call rather than leaving a half-built graph.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
nodesjsonNoJSON array: [{id, node_class, major_version, position, inputs:{name:value}}]
connectionsjsonNoJSON array: [{from_node, from_output, to_node, to_input}]
graph_inputsjsonNoJSON array: [{name, data_type, default, is_constructor}]
graph_outputsjsonNoJSON array: [{name, data_type}]
variablesjsonNoJSON array: [{name, data_type, default}]
clear_existingboolNoRemove every existing node first
auto_layoutboolNoLay the graph out when finished
example
cfa build_metasound_graph --metasound-path /Game/Audio/MS_Tone --nodes '[{"id":"osc","node_class":"Sine","inputs":{"Frequency":"440"}}]' --connections '[{"from_node":"osc","from_output":"Audio","to_node":"UE.OutputFormat.Mono.Audio:0","to_input":"In"}]'
layout_metasound_graph

Re-position a MetaSound graph

Re-lays out the graph left to right, a column per dependency depth, measuring every node from its real Slate widget so a Plate Reverb's twelve pin rows and a Mixer's inline fields take the room they actually draw, and aligning each node to the pins it feeds. Wires that would cut across a node are then routed onto reroute lanes instead. Re-running is idempotent: the previous run's reroutes are dissolved first, so knots never stack up. A MetaSound is laid out through its asset editor's graph, which only exists while that editor is open, so this opens the asset (or focuses it if already open) and reports an error if it cannot.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
route_knotsboolNoInsert reroute knots so wires avoid crossing nodes
example
cfa layout_metasound_graph --metasound-path /Game/Audio/MS_Tone
cfa layout_metasound_graph --metasound-path /Game/Audio/MS_Tone --route-knots=false
validate_metasound

Check a MetaSound for faults

Checks the things that make a MetaSound silent or unstable: an audio output nothing ever writes, inputs with neither a connection nor any default, and an empty graph. Returns a verdict of pass, pass_with_warnings or fail, because a command reporting success is not the same as the sound working.

ParameterTypeRequiredDescription
metasound_pathstringYesMetaSound asset path
example
cfa validate_metasound --metasound-path /Game/Audio/MS_Tone
list_sound_cue_node_types

List Sound Cue node classes

Every Sound Cue node class available, including any the project defines, with how many children each accepts. A node with zero children is a leaf, like a wave player.

ParameterTypeRequiredDescription
filterstringNoSubstring filter on the class or display name
max_resultsintNoMaximum results
example
cfa list_sound_cue_node_types --filter random
create_sound_cue

Create a Sound Cue

Creates a Sound Cue. Give it sound waves and it wires them up for you: one wave becomes a wave player, several become a random node feeding one player each.

ParameterTypeRequiredDescription
namestringYesAsset name, e.g. SC_Footstep
pathstringYesContent folder, e.g. /Game/Audio
sound_wavesstringlistNoSound wave asset paths to seed the cue with
example
cfa create_sound_cue --name SC_Footstep --path /Game/Audio --sound-waves "/Game/Audio/SW_Step1,/Game/Audio/SW_Step2"
get_sound_cue_graph

Read a Sound Cue's node tree

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
example
cfa get_sound_cue_graph --sound-cue-path /Game/Audio/SC_Footstep
add_sound_cue_node

Add a node to a Sound Cue

Adds a node and returns its id. Pass --sound-wave for a wave player, and --is-root to make it the node the cue plays from.

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
node_classstringYesSound node class, e.g. Mixer, Random, SoundNodeWavePlayer
sound_wavestringNoFor a wave player, the sound wave to play
is_rootboolNoMake this the cue's root node
positionstringNoEditor position as X,Y
example
cfa add_sound_cue_node --sound-cue-path /Game/Audio/SC_Footstep --node-class Random --is-root
remove_sound_cue_node

Remove a Sound Cue node

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
node_idstringYesNode id from get_sound_cue_graph
example
cfa remove_sound_cue_node --sound-cue-path /Game/Audio/SC_Footstep --node-id SoundNodeRandom_0
connect_sound_cue_nodes

Attach a Sound Cue child to a parent

Attaches a child node to a parent slot, growing the parent's inputs when it allows more children. Pass root as the parent to make the child the cue output. Slots are grown through the engine's own child-insertion path, so the node's pins stay in step with its children.

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
parent_nodestringYesParent node id, or root for the cue output
child_nodestringYesChild node id to attach
child_indexintNoChild slot index; defaults to the next free slot
example
cfa connect_sound_cue_nodes --sound-cue-path /Game/Audio/SC_Footstep --parent-node SoundNodeRandom_0 --child-node SoundNodeWavePlayer_0
build_sound_cue_graph

Build a whole Sound Cue tree in one call

Builds nodes with their waves, per-node properties and then the parent and child links, in one call, then lays the tree out. Node ids are yours to choose; use root as a parent to set the cue output. Classes and waves are resolved before anything is written, so a bad name fails the call rather than leaving a half-built cue.

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
nodesjsonNoJSON array: [{id, node_class, sound_wave, properties}]
connectionsjsonNoJSON array: [{parent, child, child_index}]; parent may be root
clear_existingboolNoClear the existing graph first
auto_layoutboolNoLay the tree out when finished
example
cfa build_sound_cue_graph --sound-cue-path /Game/Audio/SC_Footstep --nodes '[{"id":"rand","node_class":"Random"},{"id":"w1","node_class":"SoundNodeWavePlayer","sound_wave":"/Game/Audio/SW_Step1"}]' --connections '[{"parent":"root","child":"rand"},{"parent":"rand","child":"w1"}]'
get_sound_cue_node

Every editable property of one Sound Cue node

Lists every editable property on a Sound Cue node with its type, tooltip and current value, read by reflection rather than a hand-written list, so a node type the engine adds or changes needs no update here. Use it to find out what set_sound_cue_node_properties will accept on a given node.

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
node_idstringYesNode id from get_sound_cue_graph
example
cfa get_sound_cue_node --sound-cue-path /Game/Audio/SC_Footstep --node-id SoundNodeDelay_2
set_sound_cue_node_properties

Set any properties on a Sound Cue node

Sets any reflected property on a Sound Cue node: a Delay's range, a Mixer's per-input gains, a Random's weights, an Attenuation node's settings. Nested struct paths and array indices work. A Wave Player's sound wave is special-cased, because the wave lives in two private properties (a serialized soft pointer and a transient cache) and writing either alone leaves the node broken. Reports a warning when a per-child array such as InputVolume no longer matches the node's child count, since the engine indexes those unchecked at playback.

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
node_idstringYesNode id from get_sound_cue_graph
propertiesobjectYesJSON object of property name or dotted path to value
example
cfa set_sound_cue_node_properties --sound-cue-path /Game/Audio/SC_Footstep --node-id SoundNodeDelay_2 --properties '{"DelayMin":0.1,"DelayMax":0.4}'
cfa set_sound_cue_node_properties --sound-cue-path /Game/Audio/SC_Footstep --node-id SoundNodeWavePlayer_3 --properties '{"SoundWave":"/Game/Audio/SW_Step","bLooping":true}'
layout_sound_cue_graph

Re-position a Sound Cue node tree

Lays a Sound Cue out right to left from its root, measuring every node from its real Slate widget so each takes the room it actually draws. Nothing in the engine positions a cue node that a human did not drop, so a tree built by command otherwise sits entirely on the origin.

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
example
cfa layout_sound_cue_graph --sound-cue-path /Game/Audio/SC_Footstep
validate_sound_cue

Check a Sound Cue for faults

Checks for a missing root, nodes unreachable from it, empty child slots, wave players with no wave, and child counts outside what a node allows. That last one matters: a node whose children and pins disagree crashes the editor the next time the graph is relinked. Returns pass, pass_with_warnings or fail.

ParameterTypeRequiredDescription
sound_cue_pathstringYesSound Cue asset path
example
cfa validate_sound_cue --sound-cue-path /Game/Audio/SC_Footstep
export_audio

Export an audio asset's full state to JSON

Writes everything about an audio asset to a JSON file and returns the path, so a whole graph can be read without pulling it through the reply. A MetaSound exports every node with its class, version, pins, vertex ids, literal defaults and editor position, every connection by pin name as well as id, plus variables, graph inputs and outputs, declared interfaces and the source's own settings. A Sound Cue exports the node tree from the root down with each node's full property set, its wave, and any unreachable nodes flagged. Anything else, attenuation, concurrency, submixes, classes, buses and effect presets, exports as a complete property dump. Every asset the export references is listed, so you can see what a sound actually depends on.

ParameterTypeRequiredDescription
asset_pathstringYesAny audio asset: MetaSound, Sound Cue, attenuation, concurrency, submix, class, bus or effect preset
example
cfa export_audio --asset-path /Game/Audio/MS_ProceduralArp
cfa export_audio --asset-path /Game/Audio/SC_Footstep
cfa export_audio --asset-path /Game/Audio/ATT_Footstep
list_audio_asset_types

List creatable audio asset classes

Every audio asset class this editor can create, grouped by family: attenuation, concurrency, sound classes, mixes, submixes, buses, effect presets, dialogue, modulation and wavetables. The list is discovered from the running editor, so a class from a plugin that is switched off is simply absent rather than reported as broken.

ParameterTypeRequiredDescription
filterstringNoSubstring filter on the class name
kindstringNoattenuation, concurrency, class, mix, submix, bus, effect, wave, dialogue, modulation, wavetable or all
max_resultsintNoMaximum results
example
cfa list_audio_asset_types --kind effect --filter delay
create_audio_asset

Create any audio asset by class name

Creates an audio asset of any class the editor knows: attenuation, concurrency, sound class, mix, submix, audio bus, source bus, reverb, any source or submix effect preset, dialogue, modulation and more. Properties can be set in the same call through reflection, so nothing is hardcoded per type. Almost every audio setting lives inside a struct, so use a dotted path: Concurrency.MaxCount, Attenuation.FalloffDistance. Effect presets are created without the class-picker dialog the editor would normally show. An existing asset of that name is refused rather than overwritten.

ParameterTypeRequiredDescription
class_namestringYesAudio class to create; see list_audio_asset_types
namestringYesAsset name
pathstringYesContent folder, e.g. /Game/Audio
propertiesjsonNoJSON object of property path to value, applied after creation. Dotted paths reach into structs
example
cfa create_audio_asset --class-name SoundAttenuation --name ATT_Footstep --path /Game/Audio
cfa create_audio_asset --class-name SourceEffectFilterPreset --name SFX_Filter --path /Game/Audio
cfa create_audio_asset --class-name SoundConcurrency --name CONC_Footsteps --path /Game/Audio --properties '{"Concurrency.MaxCount":4,"Concurrency.ResolutionRule":"StopOldest"}'
get_audio_asset_info

Identity and hierarchy of an audio asset

Reports what an asset is and how it sits in a hierarchy, including submix and sound class parents and children. Use get_asset_properties for its full property set.

ParameterTypeRequiredDescription
asset_pathstringYesAudio asset path
example
cfa get_audio_asset_info --asset-path /Game/Audio/SM_Music
set_submix_parent

Re-parent a Sound Submix

Re-parents a submix through the engine's own helper, which unlinks it from its old parent and links it to the new one in a single step. Omit the parent to detach it. Endpoint submixes are always roots and cannot be parented.

ParameterTypeRequiredDescription
asset_pathstringYesChild submix path
parent_pathstringNoParent submix path; omit to detach
example
cfa set_submix_parent --asset-path /Game/Audio/SM_Music --parent-path /Game/Audio/SM_Master
set_sound_class_parent

Re-parent a Sound Class

Re-parents a Sound Class, writing both sides of the link. Unlike submixes the engine offers no helper here, so a half-written hierarchy is a real hazard this command avoids. Omit the parent to detach it.

ParameterTypeRequiredDescription
asset_pathstringYesChild sound class path
parent_pathstringNoParent sound class path; omit to detach
example
cfa set_sound_class_parent --asset-path /Game/Audio/SC_Music --parent-path /Game/Audio/SC_Master
set_audio_effect_chain

Set an audio effect chain

Sets the ordered effect chain on a Sound Submix or a Source Effect Preset Chain. Pass an empty list to clear it. Presets are type checked against the chain they are going into.

ParameterTypeRequiredDescription
asset_pathstringYesSubmix or source effect chain asset path
effectsstringlistYesOrdered effect preset asset paths; pass empty to clear the chain
example
cfa set_audio_effect_chain --asset-path /Game/Audio/SM_Music --effects "/Game/Audio/SFX_Reverb,/Game/Audio/SFX_EQ"