Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add nonlooped/roblox-suite --skill roblox-audiogit clone --depth 1 https://github.com/nonlooped/roblox-suiteWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/nonlooped/roblox-suite/roblox-audio)<a href="https://agentmods.dev/skills/nonlooped/roblox-suite/roblox-audio"><img src="https://agentmods.dev/badge/skills/nonlooped/roblox-suite/roblox-audio/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/nonlooped/roblox-suite/roblox-audio"><img src="https://agentmods.dev/badge/skills/nonlooped/roblox-suite/roblox-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00111 | $0.04682 |
| Opus 5 | $0.00056 | $0.02341 |
| Sonnet 5 | $0.00022 | $0.00936 |
| Haiku 4.5 | $0.00011 | $0.00468 |
Grade A, and why
roblox-audio scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 258 lines — stays where its author put it; the contents beside it link to each section on GitHub.
roblox-audio
Official sources (always check these for the latest):
- https://create.roblox.com/docs/en-us/audio/objects (audio graph overview)
- https://create.roblox.com/docs/en-us/audio/effects (audio effects)
- https://create.roblox.com/docs/en-us/reference/engine/classes/Sound (legacy
Sound) - https://create.roblox.com/docs/en-us/reference/engine/classes/SoundService
- Engine classes:
AudioPlayer,AudioEmitter,AudioListener,AudioDeviceOutput,AudioDeviceInput,AudioTextToSpeech,AudioSpeechToText,Wire,AudioEqualizer,AudioCompressor,AudioReverb,AudioChorus,AudioDistortion,AudioEcho,AudioFlanger,AudioPitchShifter,AudioTremolo,AudioFader,AudioAnalyzer - Full reference: https://create.roblox.com/docs/en-us/reference/engine
This skill covers both the modern modular audio graph (the recommended system) and the legacy Sound/SoundGroup/SoundEffect system. The official docs now state that Sound, SoundGroup, and SoundEffect are discouraged in favor of the more robust functionality of audio objects. New work should use the graph; legacy code can keep using Sound where the graph offers no advantage.
Cross-reference:
- roblox-core/SKILL.md for services and script locations.
- roblox-animation/SKILL.md for driving audio from animation markers (footsteps, impact sounds).
- roblox-user-interfaces/SKILL.md for UI-triggered sound feedback.
- roblox-networking/SKILL.md for client-authoritative cosmetic audio vs server-authoritative gameplay audio.
When to use this skill
Activate when:
- Playing music, SFX, ambient audio, UI feedback, or voice in an experience.
- Setting up 3D positional audio (footsteps, gunshots, environmental ambience).
- Building an audio bus / routing / mixing architecture (music ducking, group volume).
- Applying effects (muffling underwater, reverb in a cave, compression for consistent VO volume).
- Implementing text-to-speech (accessibility, NPC dialogue) or speech-to-text (voice commands).
- Migrating legacy
Soundcode to the new audio graph. - Diagnosing audio that doesn't play, cuts out, or sounds wrong on mobile.
- Understanding audio asset permissions and the Creator Store audio library.
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 258 lines · 111 tokens per session scan A 8d18fc27549d
roblox-audio is a skill published in the GitHub repository nonlooped/roblox-suite (14 stars, last pushed 7d ago), licensed MIT. It adds 111 tokens to every session and 4,682 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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