Audio
Every Audio command in CodeFizz Editor Agent, with parameters and examples.
Every Audio command in CodeFizz Editor Agent, with parameters and examples.
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_nodesSearch 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| query | string | No | Keyword to rank against. Omit to list everything matching the other filters |
| queries | stringlist | No | Several keywords at once; each gets its own ranked list |
| category | string | No | Only nodes whose category contains this text, e.g. Math or Envelopes |
| data_type | string | No | Only nodes with an input or output of this data type, e.g. Audio, Trigger, Float |
| max_results | int | No | Maximum results per query |
| include_deprecated | bool | No | Include nodes the engine flags deprecated |
| include_all_versions | bool | No | Include every registered version, not just the highest |
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 Filtersdescribe_metasound_nodeFull 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| node_class | string | No | Node class name, e.g. Multiply or UE.Math.Multiply |
| node_classes | stringlist | No | Several node classes at once |
| major_version | int | No | Major version to describe; defaults to the highest registered |
cfa describe_metasound_node --node-class "Sine"
cfa describe_metasound_node --node-classes "Multiply,AD Envelope,Wave Player"list_metasound_datatypesList 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| filter | string | No | Substring filter on the data type name |
| max_results | int | No | Maximum results |
| array_only | bool | No | Only array types |
cfa list_metasound_datatypes --filter audiolist_metasound_interfacesList MetaSound interfaces
Every MetaSound interface registered in this editor with its version and member counts, which is what set_metasound_interface expects.
| Parameter | Type | Required | Description |
|---|---|---|---|
| filter | string | No | Substring filter on the interface name |
| max_results | int | No | Maximum results |
cfa list_metasound_interfaces --filter Sourcecreate_metasoundCreate 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| name | string | Yes | Asset name, e.g. MS_Footstep |
| path | string | Yes | Content folder, e.g. /Game/Audio |
| type | string | No | source or patch |
| output_format | string | No | Mono, Stereo, Quad, FiveDotOne or SevenDotOne (sources only) |
| one_shot | bool | No | Source finishes on its own rather than looping (sources only) |
| author | string | No | Author recorded on the document |
cfa create_metasound --name MS_Footstep --path /Game/Audio
cfa create_metasound --name MS_Ambience --path /Game/Audio --output-format Stereo --one-shot=falseget_metasound_infoSummarize 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
cfa get_metasound_info --metasound-path /Game/Audio/MS_Footstepget_metasound_graphRead 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| include_defaults | bool | No | Include each node input's literal default |
| include_positions | bool | No | Include node editor positions |
| max_results | int | No | Maximum nodes returned |
cfa get_metasound_graph --metasound-path /Game/Audio/MS_Footstep --include-defaultsadd_metasound_nodeAdd 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| node_class | string | Yes | Node class name, e.g. Multiply or UE.Math.Multiply |
| major_version | int | No | Major version; defaults to the highest registered |
| position | string | No | Editor position as X,Y |
cfa add_metasound_node --metasound-path /Game/Audio/MS_Footstep --node-class "Wave Player" --position "0,0"remove_metasound_nodeRemove a MetaSound node
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| node_id | string | Yes | Node id from get_metasound_graph |
cfa remove_metasound_node --metasound-path /Game/Audio/MS_Footstep --node-id <guid>connect_metasound_nodesWire 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| from_node | string | Yes | Source node id, or a graph input name |
| from_output | string | Yes | Output pin name on the source; ignored when from_node names a graph input |
| to_node | string | Yes | Destination node id, or a graph output name |
| to_input | string | Yes | Input pin name on the destination; ignored when to_node names a graph output |
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_nodesClear a MetaSound node input
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| to_node | string | Yes | Destination node id whose input is being cleared |
| to_input | string | Yes | Input pin name to disconnect |
cfa disconnect_metasound_nodes --metasound-path /Game/Audio/MS_Footstep --to-node <guid> --to-input "In"set_metasound_node_input_defaultSet 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| node_id | string | Yes | Node id |
| input_name | string | Yes | Input pin name |
| value | string | Yes | Value as text, parsed against the pin's data type |
cfa set_metasound_node_input_default --metasound-path /Game/Audio/MS_Tone --node-id <guid> --input-name Frequency --value 440add_metasound_graph_inputAdd 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| name | string | Yes | Member name as it appears on the graph |
| data_type | string | Yes | MetaSound data type; see list_metasound_datatypes |
| default_value | string | No | Default value as text, parsed against the data type |
| is_constructor | bool | No | Constructor pin, settable only at construction |
cfa add_metasound_graph_input --metasound-path /Game/Audio/MS_Tone --name Frequency --data-type Float --default-value 440add_metasound_graph_outputAdd an output to a MetaSound's interface
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| name | string | Yes | Member name as it appears on the graph |
| data_type | string | Yes | MetaSound data type |
| default_value | string | No | Default value as text |
| is_constructor | bool | No | Constructor pin |
cfa add_metasound_graph_output --metasound-path /Game/Audio/MS_Tone --name Level --data-type Floatremove_metasound_graph_memberRemove a graph input, output or variable
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| name | string | Yes | Member name |
| kind | string | Yes | input, output or variable |
cfa remove_metasound_graph_member --metasound-path /Game/Audio/MS_Tone --name Frequency --kind inputset_metasound_graph_input_defaultSet a graph input's default value
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| name | string | Yes | Graph input name |
| value | string | Yes | Value as text, parsed against the input's data type |
cfa set_metasound_graph_input_default --metasound-path /Game/Audio/MS_Tone --name Frequency --value 880add_metasound_variableDeclare 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| name | string | Yes | Variable name |
| data_type | string | Yes | MetaSound data type |
| default_value | string | No | Default value as text |
cfa add_metasound_variable --metasound-path /Game/Audio/MS_Tone --name Gain --data-type Float --default-value 0.5add_metasound_variable_nodeAdd 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| name | string | Yes | Variable name |
| accessor | string | No | get, get_delayed or set |
cfa add_metasound_variable_node --metasound-path /Game/Audio/MS_Tone --name Gain --accessor setset_metasound_interfaceAdd 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| interface_name | string | Yes | Interface name; see list_metasound_interfaces |
| add | bool | No | Add it, or remove it when false |
cfa set_metasound_interface --metasound-path /Game/Audio/MS_Ambience --interface-name UE.Source.OneShot --add=falsebuild_metasound_graphBuild 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| nodes | json | No | JSON array: [{id, node_class, major_version, position, inputs:{name:value}}] |
| connections | json | No | JSON array: [{from_node, from_output, to_node, to_input}] |
| graph_inputs | json | No | JSON array: [{name, data_type, default, is_constructor}] |
| graph_outputs | json | No | JSON array: [{name, data_type}] |
| variables | json | No | JSON array: [{name, data_type, default}] |
| clear_existing | bool | No | Remove every existing node first |
| auto_layout | bool | No | Lay the graph out when finished |
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_graphRe-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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
| route_knots | bool | No | Insert reroute knots so wires avoid crossing nodes |
cfa layout_metasound_graph --metasound-path /Game/Audio/MS_Tone
cfa layout_metasound_graph --metasound-path /Game/Audio/MS_Tone --route-knots=falsevalidate_metasoundCheck 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| metasound_path | string | Yes | MetaSound asset path |
cfa validate_metasound --metasound-path /Game/Audio/MS_Tonelist_sound_cue_node_typesList 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| filter | string | No | Substring filter on the class or display name |
| max_results | int | No | Maximum results |
cfa list_sound_cue_node_types --filter randomcreate_sound_cueCreate 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| name | string | Yes | Asset name, e.g. SC_Footstep |
| path | string | Yes | Content folder, e.g. /Game/Audio |
| sound_waves | stringlist | No | Sound wave asset paths to seed the cue with |
cfa create_sound_cue --name SC_Footstep --path /Game/Audio --sound-waves "/Game/Audio/SW_Step1,/Game/Audio/SW_Step2"get_sound_cue_graphRead a Sound Cue's node tree
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
cfa get_sound_cue_graph --sound-cue-path /Game/Audio/SC_Footstepadd_sound_cue_nodeAdd 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
| node_class | string | Yes | Sound node class, e.g. Mixer, Random, SoundNodeWavePlayer |
| sound_wave | string | No | For a wave player, the sound wave to play |
| is_root | bool | No | Make this the cue's root node |
| position | string | No | Editor position as X,Y |
cfa add_sound_cue_node --sound-cue-path /Game/Audio/SC_Footstep --node-class Random --is-rootremove_sound_cue_nodeRemove a Sound Cue node
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
| node_id | string | Yes | Node id from get_sound_cue_graph |
cfa remove_sound_cue_node --sound-cue-path /Game/Audio/SC_Footstep --node-id SoundNodeRandom_0connect_sound_cue_nodesAttach 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
| parent_node | string | Yes | Parent node id, or root for the cue output |
| child_node | string | Yes | Child node id to attach |
| child_index | int | No | Child slot index; defaults to the next free slot |
cfa connect_sound_cue_nodes --sound-cue-path /Game/Audio/SC_Footstep --parent-node SoundNodeRandom_0 --child-node SoundNodeWavePlayer_0build_sound_cue_graphBuild 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
| nodes | json | No | JSON array: [{id, node_class, sound_wave, properties}] |
| connections | json | No | JSON array: [{parent, child, child_index}]; parent may be root |
| clear_existing | bool | No | Clear the existing graph first |
| auto_layout | bool | No | Lay the tree out when finished |
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_nodeEvery 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
| node_id | string | Yes | Node id from get_sound_cue_graph |
cfa get_sound_cue_node --sound-cue-path /Game/Audio/SC_Footstep --node-id SoundNodeDelay_2set_sound_cue_node_propertiesSet 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
| node_id | string | Yes | Node id from get_sound_cue_graph |
| properties | object | Yes | JSON object of property name or dotted path to value |
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_graphRe-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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
cfa layout_sound_cue_graph --sound-cue-path /Game/Audio/SC_Footstepvalidate_sound_cueCheck 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| sound_cue_path | string | Yes | Sound Cue asset path |
cfa validate_sound_cue --sound-cue-path /Game/Audio/SC_Footstepexport_audioExport 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Any audio asset: MetaSound, Sound Cue, attenuation, concurrency, submix, class, bus or effect preset |
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_Footsteplist_audio_asset_typesList 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| filter | string | No | Substring filter on the class name |
| kind | string | No | attenuation, concurrency, class, mix, submix, bus, effect, wave, dialogue, modulation, wavetable or all |
| max_results | int | No | Maximum results |
cfa list_audio_asset_types --kind effect --filter delaycreate_audio_assetCreate 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| class_name | string | Yes | Audio class to create; see list_audio_asset_types |
| name | string | Yes | Asset name |
| path | string | Yes | Content folder, e.g. /Game/Audio |
| properties | json | No | JSON object of property path to value, applied after creation. Dotted paths reach into structs |
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_infoIdentity 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Audio asset path |
cfa get_audio_asset_info --asset-path /Game/Audio/SM_Musicset_submix_parentRe-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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Child submix path |
| parent_path | string | No | Parent submix path; omit to detach |
cfa set_submix_parent --asset-path /Game/Audio/SM_Music --parent-path /Game/Audio/SM_Masterset_sound_class_parentRe-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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Child sound class path |
| parent_path | string | No | Parent sound class path; omit to detach |
cfa set_sound_class_parent --asset-path /Game/Audio/SC_Music --parent-path /Game/Audio/SC_Masterset_audio_effect_chainSet 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Submix or source effect chain asset path |
| effects | stringlist | Yes | Ordered effect preset asset paths; pass empty to clear the chain |
cfa set_audio_effect_chain --asset-path /Game/Audio/SM_Music --effects "/Game/Audio/SFX_Reverb,/Game/Audio/SFX_EQ"