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SKILL verified MIT Self-run

Roblox Audio

skill-tabooharmony-roblox-brain-roblox-audio · by TabooHarmony

SoundService, SoundGroup mixer, spatial audio, 3D positioned sound, music systems, SFX patterns.

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Install

$ agentstack add skill-tabooharmony-roblox-brain-roblox-audio

✓ 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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3mo ago

Declared compatibility

Claude CodeClaude Desktop

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

Preview Execution monitoring

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About

When to Load

Load when implementing audio playback, spatial/3D sound, background music, sound effects, audio mixing (SoundGroups), or dynamic effects. Covers both legacy Sound objects and the newer modular AudioPlayer/Wire system.

Quick Reference

Two Systems: Legacy (Sound/SoundGroup/SoundEffect) — simpler. New modular (AudioPlayer/AudioEmitter/Wire/AudioDeviceOutput) — preferred for new projects, required for voice chat.

Sound Placement: BasePart child → volumetric. Attachment/MeshPart → point source. SoundService/Workspace → global (BGM/UI).

Legacy Setup:

local s = Instance.new("Sound")
s.SoundId = "rbxassetid://ID"; s.Looped = true; s.Volume = 0.25
s.RollOffMode = Enum.RollOffMode.InverseTapered
s.RollOffMinDistance = 10; s.RollOffMaxDistance = 100
s.Parent = SoundService; s:Play()

SoundGroups (mixer): Nest SoundGroup under Master for player-adjustable Music vs SFX volume. bgMusic.SoundGroup = musicGroup. Effects (ReverbSoundEffect, EqualizerSoundEffect, CompressorSoundEffect, etc.) parent to Sound/SoundGroup. Ducking: CompressorSoundEffect with SideChain = sfxGroup on music.

New Modular: 2D: AudioPlayer → Wire → AudioDeviceOutput. 3D: AudioPlayer → Wire → AudioEmitter (on Part) + auto-created AudioListener. SoundService.ListenerLocation sets listener on Camera/Character.

One-Shot SFX:

local function playSFX(parent, id)
    local s = Instance.new("Sound"); s.SoundId = id
    s.RollOffMode = Enum.RollOffMode.InverseTapered
    s.RollOffMinDistance = 10; s.RollOffMaxDistance = 80
    s.Parent = parent; s:Play()
    s.Ended:Once(function() s:Destroy() end)
end

Preload: ContentProvider:PreloadAsync({sound1, sound2}). Client SFX: FireClientOnClientEvent creates invisible Part + playSFX.

Pitfalls: Server sounds have latency → play feedback on client. Default RollOffMaxDistance=10000 studs → set explicitly. Volume > 1 clips. Rapid-fire → check IsPlaying. Always Destroy() one-shots after Ended.

See references/full.md for detailed examples, effect table, and client-side patterns.

Source & license

This open-source skill 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.