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MCP verified MIT Self-run

Fmod Studio Mcp

mcp-eyamans-fmod-studio-mcp · by EYamanS

MCP server that drives FMOD Studio live via its scripting terminal (TCP 3663) — one tool per Scripting API member, generated from the API reference.

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Install

$ agentstack add mcp-eyamans-fmod-studio-mcp

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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Declared compatibility

Claude CodeClaude DesktopCursorWindsurf

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

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About

fmod-studio-mcp

[](https://pypi.org/project/fmod-studio-mcp/) [](https://buy.polar.sh/polarclv4ZIuYffdbN9E9iVLmlHh1W5sxAmxvqNVqIn81048FX)

An MCP server that drives FMOD Studio live through its built-in scripting terminal (TCP, default 127.0.0.1:3663). Unlike file-based approaches that edit a project's XML on disk (and require closing/reopening Studio), this talks to the running editor: changes appear immediately, and Studio itself writes them — so there's no clobbering and no reload dance.

It exposes the FMOD Studio Scripting API as one MCP tool per API member — generated from the crawled reference, not hand-written — plus a few generic tools for the parts the static docs can't enumerate. There is no arbitrary-script / eval tool: every capability is a named, schema-validated operation over FMOD's object model.

> ⚠️ Alpha. Built for an AI agent (Claude Code) to author game audio. It edits the > live project — call fmod_project_save to persist, and keep it version-controlled.

How it works

FMOD Studio's scripting console (open it in Studio with Ctrl + 0) listens on a TCP port and evaluates anything it receives as UTF-8 JavaScript, returning the result as text. This server keeps one connection and uses read-until-idle framing, so it doesn't depend on a particular prompt string.

Each tool generates the small piece of scripting-API JavaScript for its member, runs it, and returns the result as a string. Anything that returns an object reports that object's path or {guid}, so results chain straight back in as another tool's target.

The tool set

Generated — one per documented member (~148). Named fmod__, e.g. fmod_project_create, fmod_project_importAudioFile, fmod_Event_addGroupTrack, fmod_GroupTrack_addSound, fmod_Bank_getPath, fmod_system_getText. A member's target_kind decides how it's reached:

| kind | reached as | tool inputs | |---|---|---| | module | studio.project.*, studio.system.*, console.* … | the member's args | | global | alert(...) | the member's args | | entity | studio.project.model[].* (class introspection) | className + args | | instance | studio.project.lookup(target).* | target (path or {guid}) + args |

Method args are auto-embedded: numbers/booleans as JS literals, a path (event:/…, bank:/Master) or {guid} as an object reference (lookup(...)), else a string. Settable properties take an optional value (omit to read).

Generic — reach the dynamic, schema-defined members the static docs don't list (an event's timeline, an instrument's audioFile, a sound's pitch/looping, …):

| Tool | Purpose | |---|---| | fmod_get_property | Read any property of an object, including per-class managed properties. | | fmod_set_property | Set any property (e.g. instrument audioFile = an asset). | | fmod_add_relationship / fmod_remove_relationship | Edit a relationship (e.g. event banks → a bank). | | fmod_class_names | List the project model's class names. | | fmod_describe_class | List a class's schema-defined property + relationship names (discovery). | | fmod_create_event | Composite: create event → import one-shot → add track/sound → assign bank. |

Requirements

  • FMOD Studio 2.02+, with a project open and the scripting console enabled (Ctrl+0,

which starts the TCP listener on port 3663 — the console shows the IP/port).

  • Python 3.10+.

Install

Run it straight from PyPI with uv — no clone, no venv. uvx downloads and launches it on demand:

claude mcp add fmod-studio -- uvx fmod-studio-mcp

Or add it to any MCP client's config (stdio):

"fmod-studio": { "command": "uvx", "args": ["fmod-studio-mcp"] }

Prefer a persistent install over on-demand? Install the package directly:

uv tool install fmod-studio-mcp   # exposes the `fmod-studio-mcp` command
# or, with pip:
pip install fmod-studio-mcp

Configure host/port if needed via env: FMOD_STUDIO_HOST (default 127.0.0.1), FMOD_STUDIO_PORT (default 3663).

From source (development)

git clone https://github.com/EYamanS/fmod-studio-mcp
cd fmod-studio-mcp
python3 -m venv .venv && ./.venv/bin/pip install -e .
claude mcp add fmod-studio -- "$(pwd)/.venv/bin/python" -m fmod_studio_mcp

Regenerating for a new FMOD version

The tool set is generated from fmod_studio_mcp/api_spec.json, which is built by crawling the official Scripting API reference:

python tools/build_spec.py fmod_studio_mcp/api_spec.json

A new FMOD release means re-running that crawler — not editing a tool registry by hand.

Example

Create an event with a one-shot sound and route it to the Master bank, step by step (or use the fmod_create_event composite to do it in one call):

fmod_project_create          { entityName: "Event" }            -> event:/New Event
fmod_set_property            { target: "event:/New Event", property: "name", value: "Hit" }
fmod_project_importAudioFile { filePath: "/abs/path/hit.wav" }  -> {asset-guid}
fmod_Event_addGroupTrack     { target: "event:/Hit", name: "Audio 1" } -> {track-guid}
fmod_get_property            { target: "event:/Hit", property: "timeline" } -> {tl-guid}
fmod_GroupTrack_addSound     { target: "{track-guid}", parameter: "{tl-guid}",
                               soundType: "SingleSound", start: 0, length: 2.5 } -> {inst-guid}
fmod_set_property            { target: "{inst-guid}", property: "audioFile", value: "{asset-guid}" }
fmod_add_relationship        { target: "event:/Hit", relationship: "banks", other: "bank:/Master" }
fmod_project_save            {}

Safety

  • Edits the live project. Run fmod_project_save to persist; commit the project to git.
  • Avoid editing the same project in the Studio GUI and via this server simultaneously in

conflicting ways.

Support

Built this in the open. If it saved you time, a one-off tip keeps it maintained:

[](https://buy.polar.sh/polarclv4ZIuYffdbN9E9iVLmlHh1W5sxAmxvqNVqIn81048FX)

License

MIT — see [LICENSE](LICENSE).


Keywords: FMOD Studio MCP server · FMOD scripting API automation · AI game-audio tooling · Model Context Protocol server for FMOD · Claude / LLM game-audio agent · programmatic FMOD Studio control · game sound-design automation.

Source & license

This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.