Read any MetaSound.
Signal flow, explained.
Open a MetaSound and actually read it. Ask, and the AI you already use explains the signal path right on the wires - what feeds what, why the filter opens on every footstep - with a hand-drawn oscilloscope showing the signal a node is making.
Drawn the way Unreal draws it
Native DSP nodes in Unreal's green tint, pink audio wires with real weight, white trigger lines, input and output pills in their editor hues.
From a sound in Unreal to a graph you can read
One click in the Unreal editor (free Connector plugin) sends a MetaSound to GraphDeck - even big ones. Or copy nodes in Unreal's MetaSound editor and paste them straight into GraphDeck.
Value knobs on the nodes, input and output interface pills in their editor hues, pink audio wires drawn with real weight, white trigger lines - and the Audio Interface panel shows the Source's inputs, outputs, and interfaces at a glance.
A lesson can pin a small hand-drawn oscilloscope to a wire showing the actual signal - sine, saw, square, noise, triggers, envelopes built from the node's own values - and send pulses down the audio path in signal order.
Save the MetaSound as a .gdeck file, lessons included. Open it in any project later and replay the explanation - each replay revalidates against the current graph.
Use AI to understand Unreal rather than avoid understanding it
MetaSound graphs are signal chains, and signal chains are hard to read as static boxes: what does this Envelope Follower actually feed? Why does the filter open on every footstep? GraphDeck's Explain & Ask lessons - powered by the AI you connect, not an AI of GraphDeck's own - answer on the canvas: notes anchored to the actual nodes, pulses riding the audio path, and a hand-drawn oscilloscope pinned to a wire showing the signal the node's own values produce.
Every mark is validated against the live graph before it draws. If the AI names a node that does not exist, the lesson is refused - your graph is always the ground truth.
Built for the MetaSounds you already have
The full MetaSound node library
Generators, envelopes, filters, triggers, mixers, wave players - nodes resolve against a library extracted from the real editor, constructor pins and all.
Validation that knows audio
Source-vs-Patch rules, OneShot interface conflicts, wave-slot checks, trigger loops - issues are graded by what actually breaks in the engine.
The Audio Interface panel
Your Source's inputs, outputs, and standard interfaces in one panel - the graph's Input and Output nodes are the members, exactly like Unreal.
Big graphs welcome
Large MetaSounds no longer time out while being received - a full production ambience graph arrives and renders as one piece.
Common questions
Can I open a MetaSound outside Unreal?
Yes. With the free Connector plugin, one click in the Unreal editor sends a MetaSound to GraphDeck. You can also copy nodes in Unreal's MetaSound editor and paste them straight into GraphDeck.
Can AI explain my MetaSound?
Yes. GraphDeck turns the AI you already use into a teacher on the canvas: stepped lessons, notes anchored to your actual nodes, pulses riding the audio path, and a hand-drawn oscilloscope pinned to a wire showing the actual signal. GraphDeck has no AI of its own - it works with the AI you connect.
Can it play the sound?
No - audio preview stays in Unreal. GraphDeck is where you read, edit, validate, and understand the graph; the engine is where you listen.
Can AI generate MetaSounds?
AI generation for MetaSounds is coming in a later update. Today's tools cover receiving, pasting, reading, editing, validating, and understanding the MetaSounds you already have.
Is this in the free edition?
Yes. Receiving, pasting, editing, validation, and Explain & Ask lessons all ship in Free. Free keeps 5 saved graphs in each tool; buying GraphDeck removes the caps.
Open your MetaSound in it today
GraphDeck Free
The free edition receives, pastes, edits, validates, and explains MetaSounds with no API key and no subscription. Pair it with the free Connector plugin for one-click send from Unreal.