ð Audio Editing
Ludus edits audio assets from the Ludus chat in the plugin window inside the Unreal Editor. First and foremost it works on the sound files themselves â Sound Waves â with trim, fade, gain, normalize, loop, join, overlay, extend, and remix. It also builds and edits MetaSound graphs and SoundCue setups.
Every Sound Wave edit is non-destructive: it produces a new asset and leaves the clip you pointed at untouched.
Sound Waves (audio files)â
- Open the Ludus plugin window in the Unreal Editor (Unreal Engine 5.4 to 5.8).
- In the Content Browser, select the Sound Wave you want to change, or reference it by name in the chat.
- Type your request in the Ludus chat â for example trim, fade in/out, loop, join, or normalize.
- Review the clip in the in-chat preview card (playback and waveform).
- Approve the change. Ludus imports the result as a new Sound Wave.
Example prompt: "Trim SW_Ambience_Cave to the first 12 seconds, fade it in over 2 seconds, then make it loop cleanly for 90 seconds." Expected result: Ludus stages a new Sound Wave with the trim, fade, and loop applied, and leaves the original untouched.
What Ludus can do to Sound Wavesâ
- Trim â cut to a section
- Fade â fade in, fade out, or both
- Gain / Normalize â raise, lower, or even out level
- Loop / Join / Overlay â seamless loops, sequential joins, and layered mixes (optional crossfade)
- Extend / Remix â generate new audio before/after a clip, or regenerate to a new description
For lengths, crossfade limits, and how to choose between a precise edit and a remix, see Audio Generation.
MetaSound & SoundCueâ
Ludus also edits MetaSound graphs and SoundCue setups from chat. In a MetaSound graph it adds audio generators, sets DSP node properties, and wires routing. In a SoundCue it builds the node setup and can set attenuation and concurrency.
- Open the MetaSound or SoundCue you want to change, or reference it by name in the chat.
- Type your request, naming the nodes, DSP properties, or routing to change.
- Review the staged graph edits and property changes. Example prompt: "In MS_Wind, add a low-pass filter after the noise generator and expose its cutoff as a user parameter." Expected result: Ludus inserts the filter node into the signal path, wires it, exposes the cutoff parameter, and stages the graph for approval.
What Ludus can editâ
- MetaSound: audio generators, DSP node properties, and signal routing.
- SoundCue: node setup, attenuation, and concurrency settings.
Approvalsâ
Ludus will ask you for approval before making edits. See Approvals & Safety.