
描述
Watch the Show Case >>> https://youtu.be/3xQVogVLDds
More tools on the channel >>> https://www.youtube.com/@TommyAllenAcoustics
Design sci-fi weapon sounds inside the Unreal Editor and import them as SoundCue and MetaSound assets in one press. Pure synthesis - no samples, no packs, royalty free.
See Quick Demo >>> Here.
Sci Forge - Sci-Fi Weapon Sound Designer inside the Unreal Editor
Build a plasma bolt, a railgun, a beam or a cryo weapon in a tab inside the Unreal Editor - charge-up, discharge, cooldown, dry fire - then press one button and Sci Forge writes it into your open project as ready-to-use SoundCue and MetaSound assets. Nothing is pre-recorded. Every shot is synthesised from 44 layers.
What It Does
Open the Sci Forge tab, design a weapon, press SEND TO UNREAL. The takes land as SoundWaves, alongside a vanilla SoundCue that plays a random take per trigger and a MetaSound built with Epic's own MetaSound Builder - all in one folder named after your weapon. Hook the cue to your fire event and you are done.
The button follows the view: SIMPLE exports one shot, DETAILED a whole weapon, DUAL FADE two voices that crossfade as the cell drains.
Key Features
The ENERGY stage - nine layers no firearm has: CHARGE pre-fire riser, SUCK reverse intake, VACUUM where the mix ducks and blooms back, DUCK transient priority, COOLDOWN heat whine, BEAM discharge hum, ARC Tesla cracks, GOO bio-plasma, ICE cryo shatter. Sitting on real blast physics, so it has mass instead of sounding like a synth patch.
The Weapon Bench - FIRST, NORMAL, LAST and EMPTY slots with a cell that counts down. The first shot off a full charge does not sound like the last, and the dry click after it is the cheapest feedback in a shooter.
Ammo-state export - DETAILED writes a SoundCue per slot plus a MetaSound that reads the count and routes a single trigger to the right one. Two Blueprint nodes to hook up: Set Int Parameter "AmmoCount", then Set Trigger Parameter "Fire".
Dual fade - two voices whose balance follows the cell. A rifle that goes from clean to unstable, a railgun whose charge whine sours. The maths lives in the graph, not baked into the audio, so anything you can normalise to 0-1 drives it: heat, charge, damage.
44 layers, 223 parameters - across TRANSIENT, ENERGY, SUBS, MECHS, VERB and MIX.
Seeded identity - tweak a control and you are editing the same weapon; save a preset and it loads back identical.
Variation sets - 5, 10 or 15 distinct takes per import, so rapid fire never repeats itself.
Layer and section locks - padlock what you like, RANDOM only touches the rest.
Readable graphs - laid out on a grid, one labelled band per slot or voice, with the integration contract written into a comment box beside the routing.
WAV export - 48 kHz 16-bit mono: mixdown, shots, or shots plus all five section stems.
Royalty free - every sound you generate is yours, any project, no attribution.
Technical
Editor-only plugin - adds nothing to your packaged game.
Windows. Uses the Python Editor Script Plugin for the import step (ships with the engine, enabled by default).
Assets build under /Game/TAA/SciForge/YourWeaponName/.
Tip: tick Settings > Show Plugin Content to see the included launcher asset.
Documentation: the full manual is readable before you buy - https://drive.google.com/file/d/1-1Tkn8XUqrJZ4F2K9twpjLF2cbpoNNoW/view - and the same PDF ships inside the plugin.
Support: tommyallenacoustics.com - bugs, feature requests and anything the documentation does not cover.
Who It's For
Sci-fi shooter and action developers who need weapon sounds now, sound designers who want energy-weapon source material with an Unreal-native workflow, and anyone who has heard the same stock plasma rifle in three other games.
Why Sci Forge
A pack's plasma rifle is on the same three videos as everyone else's, and it never gives you a charge, a cooldown and a dry fire that belong to the same gun. Sci Forge generates the weapon you actually designed, as playable Unreal assets, without leaving the editor.
Required plugins. This product enables and requires two plugins that ship with Unreal Engine - no third-party downloads:
Python Editor Script Plugin (PythonScriptPlugin) - runs the import step that builds your assets.
MetaSound (Metasound) - the MetaSound Source asset it generates.
Both are included with the engine and are enabled automatically as plugin dependencies. Nothing else is required.














