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Audio Library Exporter

Editor-only Unreal Engine 5.8 plugin. Exports Sound Wave assets to a folder of WAV packs that Audio Library can scan, preview, and tag.

It does not change your source .uasset files. It does not export MetaSounds, Sound Cues, or maps.

Maintained by: Broken Gameplay Studios

Features

  • Finds Sound Waves under /Game (or a folder you pick)
  • Writes PCM WAV files into first-level pack folders
  • Shortens pack folder names (strips tokens such as SFX from the slug)
  • Optional “explode” so children of a parent folder become their own packs
  • Skip-if-unchanged so a second export only rewrites what moved
  • Writes packkind.json next to the packs (starter type / title). Real tags are added in Audio Library
  • Editor dialog, plus a commandlet for unattended export

Installation

You do not need a C++ project. Download the prebuilt zip and drop it in.

Prebuilt (Blueprint or C++ project)

  1. Download AudioLibraryExporter-UE5.8-Win64.zip from Releases.
  2. Unzip so you have a folder named AudioLibraryExporter with AudioLibraryExporter.uplugin inside it.
  3. Put that folder in either:
    • YourProject/Plugins/ — this project only
    • your engine Engine/Plugins/ folder (for example D:\UE_5.8\Engine\Plugins\AudioLibraryExporter) — every project that uses that engine
  4. Restart the editor.
  5. Enable Audio Library Exporter in Edit → Plugins.

The plugin is editor-only and is off by default. It must match Unreal Engine 5.8 Win64.

From source (optional)

Only if you want to compile it yourself: copy this repo into YourProject/Plugins/AudioLibraryExporter in a C++ 5.8 project, then compile. Blueprint-only projects cannot compile plugins from source — use the prebuilt zip above.

Quick Start

  1. Tools → Audio Library → Export SoundWaves…
  2. Pick a destination folder (default is Saved/AudioLibraryExport under the project).
  3. Optionally run a dry run first (maps packs, writes dry_run.json, no WAVs).
  4. Export.
  5. Open the destination with Audio Library (start-library.bat) and add tags there.

A large /Game pass can take a while. Use the commandlet for that (see below). The Door_SFX menu items are small examples.

Commandlet

From a terminal (edit the engine, project, and destination paths):

UnrealEditor-Cmd.exe YourProject.uproject -run=AudioLibraryExport -Root=/Game -Dest="D:\AudioExport" -SkipUnchanged -WritePackKind -Unattended -stdout

Useful switches:

Switch Meaning
-Root=/Game Content mount to scan
-Dest=<path> Destination folder
-DryRun Map only; writes dry_run.json; no WAVs
-SkipUnchanged Skip files whose manifest still matches
-Overwrite Rewrite even if the manifest matches
-Include=/Game/SomePack Only these package-path prefixes (+ or comma separated)
-Exclude=/Game/SkipMe Extra prefixes to skip
-Explode Children of configured parents become first-level packs
-WritePackKind Write packkind.json at the destination root

Exit codes: 0 success, 1 job failed (nothing useful written), 2 some assets failed.

Settings

Edit → Project Settings → Plugins → Audio Library Exporter

  • Default Destination — staging folder for the dialog
  • Default Kind — music / voice / SFX when the pack name does not say otherwise
  • Voice / Music pack folders — force those types
  • Explode parents — e.g. /Game/Ultimate_SFX so each child is a pack
  • Exclude path prefixes — skip Blueprints, developer folders, etc.
  • Prefer sibling source WAV — if a .wav sits next to the uasset, copy that file
  • Overwrite policy — skip if unchanged (default)

packkind.json is written next to the pack folders, never inside _library.

After export

Use Audio Library to browse and tag. If you re-export later, Audio Library can Restore last tags on a pack if the exporter rewrote packkind.json.

Optional publish script (copy staging onto a share, merge packkind.json, never robocopy /MIR): see Scripts/README.md.

Requirements

Engine Unreal Engine 5.8 Win64
Project Blueprint or C++ (prebuilt zip). C++ only if you compile from source.
Plugin type Editor-only
Audio Library Separate app, not bundled

About

A small editor utility for turning a Sound Wave library into a folder of WAV packs you can search on disk.

License

BSD 3-Clause — see LICENSE.

About

Editor-only Unreal Engine 5.8 plugin that exports Sound Waves to WAV packs for Audio Library.

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