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Sci Forge

SCI-FI WEAPON SOUND DESIGNER FOR UNREAL

Build a plasma bolt, a railgun, a beam or a cryo weapon inside the Unreal Editor — charge-up, discharge, cooldown, dry fire — then press one button and it writes ready-to-use SoundCue and MetaSound assets into your open project. Pure synthesis, 44 layers, sitting on real blast physics.

Sci Forge in the Unreal Editor
Designing a weapon without leaving the editor.
▶ TRY IT FREEthe browser sci-fi generator — runs in your browser, no install ★ GET THE PLUGINon Fab — the full Unreal version

>> WHAT IT DOES

Open the Sci Forge tab, design a weapon, press SEND TO UNREAL. SoundWaves, a plain SoundCue that plays a random take per trigger, and a MetaSound built with Epic's own MetaSound Builder — one folder, named after your weapon.

The button follows the view: SIMPLE exports one shot, DETAILED a whole weapon, DUAL FADE two voices that crossfade as the cell drains.

>> WHAT YOU GET

  • The ENERGY stage — CHARGE, SUCK, VACUUM, DUCK, COOLDOWN, BEAM, ARC, GOO, ICE. Nine layers no conventional gun has, over real blast physics so it has mass instead of sounding like a synth patch.
  • The Weapon Bench — FIRST, NORMAL, LAST and EMPTY, with a cell that counts down.
  • Ammo-state export — one cue per slot plus a MetaSound that routes a single trigger from the count.
  • Dual fade — a rifle that goes from clean to unstable as the cell drains. Anything you can normalise to 0-1 drives it: heat, charge, damage.
  • 44 layers, 223 parameters — across TRANSIENT, ENERGY, SUBS, MECHS, VERB and MIX.
  • Variation sets — 5, 10 or 15 distinct takes per import.
  • Royalty free — every sound you generate is yours, any project, no attribution.

>> SEE IT

The ENERGY stage — nine layers no firearm has.
The ENERGY stage — nine layers no firearm has.
A cell that drains, instead of one WAV on repeat.
A cell that drains, instead of one WAV on repeat.
The ammo-routing MetaSound the tool writes for you.
The ammo-routing MetaSound the tool writes for you.
A plain SoundCue — nothing custom, nothing locked.
A plain SoundCue — nothing custom, nothing locked.
Readable graphs, laid out on a grid with labelled bands.
Readable graphs, laid out on a grid with labelled bands.

>> THE TECHNICAL BIT

Editor-only. It adds nothing to your packaged game. The sounds it builds are ordinary Unreal assets and ship like any other asset.

Unreal Engine 5.6, 5.7 and 5.8, Windows editor. Each engine version has its own build.

Requires two plugins that ship with Unreal — Python Editor Script Plugin (runs the import) and MetaSound (the asset type it generates). Both are enabled automatically. Nothing third-party to download.

Assets build under /Game/TAA/SciForge/YourName/.

>> IF SOMETHING BREAKS

► SEND TO UNREAL does nothing / no assets appear
The import step needs the Python Editor Script Plugin. It ships with Unreal and is normally on by default, but check Edit > Plugins and search for Python. Enable it, restart the editor, try again.
► I cannot find it in the Content Browser
Plugin content is hidden by default. In the Content Browser open Settings and tick Show Plugin Content. The toolbar button and the Tools > Tommy Allen Acoustics menu work whether you do this or not.
► Where did my sounds go?
Into your open project under /Game/TAA/SciForge/<YourName>/ — the SoundWaves, a plain SoundCue and a MetaSound Source. If you used DOWNLOAD instead, raw WAVs land in your project's Saved/ folder and the tool prints the exact path.
► The plugin will not enable after install
Each engine version has its own build. Make sure the one you installed matches the engine you are opening — 5.6, 5.7 and 5.8 are separate downloads. Windows editor only.
► The first sound takes ages to play, or I have to click twice
Fixed — update to the latest version. The editor tab used to create its audio device in a suspended state and never wake it, so the first sound was scheduled silently and arrived late, and everything queued behind it fired at once.
► Do I have to wire up the ammo count?
Only for the ammo-aware assets, and it is two Blueprint nodes on the weapon's Audio Component: Set Int Parameter "AmmoCount", then Set Trigger Parameter "Fire". If you never wire it, nothing breaks — AmmoCount defaults to mid-magazine and you get an ordinary shot.
✉ SUPPORT

Questions, bug reports and feature requests go through the Support link on the Fab listing — that reaches me directly, and I answer.

▶ TRY IT FREEno install, no account ★ GET THE PLUGINon Fab — the full Unreal version