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🔊 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 — Sound Waves — 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)​

  1. Open the Ludus plugin window in the Unreal Editor (Unreal Engine 5.4 to 5.8).
  2. In the Content Browser, select the Sound Wave you want to change, or reference it by name in the chat.
  3. Type your request in the Ludus chat — for example trim, fade in/out, loop, join, or normalize.
  4. Review the clip in the in-chat preview card (playback and waveform).
  5. 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 Waves​

  • Trim — cut to a section
  • Fade — fade in, fade out, or both
  • Gain / Normalize — raise, lower, or even out level
  • Loop / Join / Overlay — seamless loops, sequential joins, and layered mixes (optional crossfade)
  • Extend / Remix — 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 & SoundCue​

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.

  1. Open the MetaSound or SoundCue you want to change, or reference it by name in the chat.
  2. Type your request, naming the nodes, DSP properties, or routing to change.
  3. 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 edit​

  • MetaSound: audio generators, DSP node properties, and signal routing.
  • SoundCue: node setup, attenuation, and concurrency settings.

Approvals​

Ludus will ask you for approval before making edits. See Approvals & Safety.