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roblox-audio

roblox-audio

github.com/el4cteoDevelopment56506 installsUpdated 2w ago
Repository

About roblox-audio

A Roblox audio development skill for creators working with the modular Audio API and classic Sound objects. It covers 2D and 3D playback, routing, acoustic simulation, effects, voice processing, and asset permissions.

Key features

  1. 01Audio API and classic Sound workflows
  2. 022D and spatial 3D playback
  3. 03Audio routing and effects
  4. 04Acoustic simulation setup
  5. 05Text-to-speech and speech transcription
  6. 06Audio permissions and playback scope

Use cases

  1. 01Building music and UI sound playback
  2. 02Adding spatial ambience and acoustic effects
  3. 03Processing voice chat through audio effects
  4. 04Creating localized spoken text

Install

Copy the command and run it in a terminal.

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

After installing, type/roblox-audioin Claude Code to confirm it loaded.

Details

From the project README

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).

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