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roblox-audio

Roblox audio: Sound/SoundGroup and the modular audio API (AudioPlayer, emitters, listeners, wires, voice), spatial sound, music and SFX mixing.

Skill by JashanMaan28

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/jashanmaan28-roblox-audio

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About

Roblox audio: Sound/SoundGroup and the modular audio API (AudioPlayer, emitters, listeners, wires, voice), spatial sound, music and SFX mixing. Use when adding or fixing audio, or a sound won't play, is too loud or loops wrongly.

Use cases: backend

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/roblox-audio

What's inside

Skill name
roblox-audio
Description
Roblox audio: Sound/SoundGroup and the modular audio API (AudioPlayer, emitters, listeners, wires, voice), spatial sound, music and SFX mixing. Use when adding or fixing audio, or a sound won't play, is too loud or loops wrongly.
License
MIT
Instructions
45 lines in SKILL.md · view on GitHub

Files (4)

  • ATTRIBUTION.md
  • LICENSE
  • SKILL.md
  • full.md · references/

SKILL.md (first lines)

# Roblox Audio

## 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**:
```luau
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). Set `AudioPlayer.Asset` (`AssetId` is deprecated). Roll-off: `AudioEmitter.DistanceAttenuationMode` + `DistanceAttenuationBounds`, or a custom curve via `SetDistanceAttenuation()` (the property isn't scriptable). Buses: `AudioFader`; metering/visualizers: `AudioAnalyzer` (client only). Voice: `VoiceChatService.UseAudioApi` gives each player an `AudioDeviceInput`. Studio/plugin-only `SoundService.DefaultListenerLocation` controls the default listener; wire an explicit `AudioListener` for runtime control.

**Handy**: `Sound.PlaybackRegion`/`LoopRegion` play or loop a slice; `SoundService:PlayLocalSound(sound)` plays a local-only copy (UI clicks).

**One-Shot SFX**:
```luau
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**: `FireClient` → `OnClientEvent` creates invisible Part + `playSFX`.

**Pitfalls**: Server sounds have latency → play feedback on client. Default `RollOffMaxDistance`=10000 studs → set explicitly. Rapid-fire → check `IsPlaying`. Always `Destroy()` one-shots after `Ended`. Silent in one game but fine in another → audio asset permissions (private by default; grant the experience in Creator Dashboard). An agent can't hear: leave "sounds right" to the owner.

See [references/full.md](references/full.md) for detailed examples, effect table, faders/analyzers, voice, permissions, and client-side patterns. Hit timing with animation/VFX: `roblox-animation-vfx`.

From JashanMaan28/roblox-agent-kit, MIT.

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Last commit (this folder)
Oct 19, 2026 (10 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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roblox-audio skill. Agent Mart. https://agentmart.dev/skills/jashanmaan28-roblox-audio (last updated 2026-10-24)