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 | $0.00042 | $0.04415 |
| Opus 5.5 | $0.00017 | $0.01766 |
| Sonnet 5.5 | $0.00008 | $0.00883 |
| Haiku 4.5 | $0.00004 | $0.00441 |
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 1mo 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 — 249 lines — stays where its author put it; the contents beside it link to each section on GitHub.
roblox-audio
Official sources:
- 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
Roblox recommends audio objects over Sound, SoundGroup, and SoundEffect. 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.
The two systems
Modern audio graph (recommended for new work)
Modular instances that mirror real-world audio devices. Each object produces, consumes, modifies, or carries an audio stream. You wire them together with Wire instances (SourceInstance → TargetInstance).
| Object | Role | Real-world analog |
|---|---|---|
AudioPlayer |
Produces a stream from an audio asset ID | A audio file player |
AudioEmitter |
Emits a stream into the 3D environment (parent position = emission point) | A speaker in the world |
AudioListener |
Picks up streams from the environment (parent = camera or character) | A microphone in the world |
AudioDeviceOutput |
Plays a stream to the player's physical speaker/headphones | The player's hardware output |
AudioDeviceInput |
Captures audio from the player's physical microphone | The player's hardware mic |
AudioTextToSpeech |
Converts text to audio with an artificial voice | A TTS engine |
AudioSpeechToText |
Converts spoken audio to text | A transcription engine |
Wire |
Carries a stream from SourceInstance to TargetInstance |
An audio cable |
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.
- 1mo ago Changed · -9 lines · -69 tokens per session a684d88b2b6c
- 1mo 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 (23 stars, last pushed 3d ago), licensed MIT. It adds 42 tokens to every session and 4,415 once invoked, about $0.0002 per session on Opus 5.5. 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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