MCPInstall

roblox-audio

Sound and music - the Audio API (AudioPlayer, AudioEmitter, AudioListener, AudioDeviceOutput, Wire, effects, faders), classic Sound/SoundGroup, 2D vs 3D audio, music and SFX volume, client vs server playback, asset permissions, streaming caveats, voice routing, text-to-speech. Use when adding music, sound effects, spatial audio, mixing, or fixing sounds that don't play.

Installs
443
Last 24h
+22
Trending rank
#5401
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-audio
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads roblox-audio automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Roblox audio

Two systems coexist:

  • Audio API (modular, current): AudioPlayer → Wire → (AudioEmitter … AudioListener) → Wire → AudioDeviceOutput, with effect objects inserted in the chain. Required for voice-chat processing, mixing graphs, analyzers, text-to-speech/speech-to-text.
  • Sound (classic, still supported): one object, parented to a part for 3D or to SoundService/UI for 2D; routed through SoundGroups with SoundEffect children. Fine for simple games and existing code.

Don't mix both for the same feature; follow what the project uses.

2D audio (music, UI) with the Audio API

--!strict
-- Client: build a music player once.
local SoundService = game:GetService("SoundService")

local player = Instance.new("AudioPlayer")
player.Name = "Music"
player.Asset = "rbxassetid://1843463175" -- AudioPlayer.AssetId is deprecated; use Asset
player.Looping = true
player.Volume = 0.5
player.Parent = SoundService

local fader = Instance.new("AudioFader") -- one place to control music volume (settings menu)
fader.Name = "MusicVolume"
fader.Parent = SoundService

local output = Instance.new("AudioDeviceOutput")
output.Parent = SoundService

local function wire(source: Instance, target: Instance)
	local w = Instance.new("Wire")
	w.SourceInstance = source
	w.TargetInstance = target
	w.Parent = target
end

wire(player, fader)
wire(fader, output)
player:Play()

3D audio with the Audio API

  • Put an AudioEmitter on the sound's part/attachment; wire AudioPlayer → AudioEmitter.
  • Listening: SoundService.ListenerLocation controls the default AudioListener (camera or character); wire AudioListener → AudioDeviceOutput (done automatically in default setups).
  • Distance falloff and directionality are set on the emitter/listener (AudioEmitter:SetDistanceAttenuation, the AudioInteractionGroup string property on emitters and listeners scopes who hears what).
  • Acoustic simulation (fully released; Audio API only, not Sound yet): set SoundService.AcousticSimulationEnabled = true (in Studio) and 3D audio is muffled by walls, bends around corners, and reverbs in rooms. Per part: BasePart.AudioCanCollide (false = doesn't block sound); thicker and denser parts muffle more. Per emitter/listener: AcousticSimulationEnabled. Set SoundService.CharacterSoundsUseNewApi so character sounds are simulated too. Quality scales down on weak devices.

Classic Sound quick reference

--!strict
local SoundService = game:GetService("SoundService")

local sfxGroup = Instance.new("SoundGroup")
sfxGroup.Name = "SFX"
sfxGroup.Volume = 0.8
sfxGroup.Parent = SoundService

local function playAt(part: BasePart, soundId: string)
	local sound = Instance.new("Sound")
	sound.SoundId = soundId
	sound.SoundGroup = sfxGroup
	sound.RollOffMaxDistance = 80
	sound.Parent = part -- 3D: plays from the part; parent to SoundService/UI for 2D
	sound:Play()
	sound.Ended:Once(function()
		sound:Destroy()
	end)
end

return playAt
  • SoundService:PlayLocalSound(sound) for client-only UI clicks.
  • Preload critical sounds: ContentProvider:PreloadAsync({ sound }) (not everything — slows joins).
  • Pool frequently played sounds instead of creating one per shot.

Where to play

  • Sounds started on the client are heard only by that client (UI, local feedback, music tracks the player chose). Sounds started on the server replicate to everyone (use sparingly; prefer a remote telling clients to play locally, which also lets each client apply its own volume settings).
  • With SoundService.RespectFilteringEnabled = true (default), client-played sounds don't replicate.
  • Streaming: a sound or emitter in a part that streams out stops. Keep ambient audio in persistent models or SoundService.

Assets and permissions

  • Use audio you own, uploaded to the same owner (user/group) as the experience, or Creator Store audio marked free-to-use. Private audio from other creators won't play unless shared with your experience (asset permissions). Check the Output for "failed to load" / permission errors.
  • Uploads are auto-classified as sound effects or songs; eligible songs can show on the game page.

Extras

  • Effects: AudioEqualizer, AudioCompressor, AudioReverb, AudioEcho, AudioChorus, AudioDistortion, AudioFlanger, AudioPitchShifter, AudioTremolo, AudioFilter, AudioLimiter, AudioAnalyzer (read loudness/spectrum for visualizers).
  • AudioTextToSpeech (artificial voices) and AudioSpeechToText (transcription). AudioTextToSpeech.AutoLocalize (default true) translates the text into each player's language (11 languages) and picks a matching voice; set it to false for text that must stay as written (names, chants). Uploaded TTS assets aren't translated.
  • Voice chat: each player's AudioDeviceInput can be wired through effects (radios, walkie-talkies, proximity) — see the voice chat docs; respect players' voice settings.
  • Give players separate Music/SFX volume sliders (faders or SoundGroups) and a mute option.

Related skills

roblox-ui (settings menus), roblox-architecture (client vs server), roblox-performance (audio memory).

FAQ

What does the roblox-audio skill do?

Sound and music - the Audio API (AudioPlayer, AudioEmitter, AudioListener, AudioDeviceOutput, Wire, effects, faders), classic Sound/SoundGroup, 2D vs 3D audio, music and SFX volume, client vs server playback, asset permissions, streaming caveats, voice routing, text-to-speech. Use when adding music, sound effects, spatial audio, mixing, or fixing sounds that don't play.

How do I install roblox-audio?

Run npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-audio in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/roblox-audio/ (personal) or .claude/skills/roblox-audio/ (project).

Which AI agents can use roblox-audio?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is roblox-audio safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains roblox-audio?

It is published by el4cteo in el4cteo/roblox-skills. It has 443 recorded installs.

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