roblox-audio

Use when implementing Roblox audio playback, spatial sound, music, sound effects, SoundGroups, or dynamic audio effects.

By tabooharmony · 583 installs

npx skills add tabooharmony/roblox-brain --skill roblox-audio

Source repository · Upstream listing

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 : 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). Studio/plugin only SoundService.DefaultListenerLocation controls the default listener; wire an explicit AudioListener for runtime control. One Shot SFX : 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. 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.