realitykit-audio-spatial

realitykit-audio-spatial is a skill for Codex from tomkrikorian/visionOSAgents. It costs 88 tokens per session (669 once invoked), scanned A, original, MIT.

A guide for building and troubleshooting 3D sound in RealityKit, Apple's framework for creating augmented- and virtual-reality scenes on visionOS. It covers positioned, ambient, grouped, and reverberated audio.

In plain words
What is it for?
Use it to place sounds around virtual objects, play background audio, manage audio channels and libraries, group sound levels, add reverb, or work with acoustic simulation.
Why use it?
It helps developers choose the right audio setup and keep sound resources and ownership organized. It also clarifies when another RealityKit guide is needed.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to place sounds around virtual objects, play background audio, manage audio channels and libraries, group sound levels, add reverb, or work with acoustic simulation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tomkrikorian/visionosagents/realitykit-audio-spatial
Install

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.

Any agent
npx skills add tomkrikorian/visionOSAgents --skill realitykit-audio-spatial
Clone the repo
git clone --depth 1 https://github.com/tomkrikorian/visionOSAgents

Made for: Codex.

Wrote 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.

agentmods badge for realitykit-audio-spatial

README.md
[![agentmods](https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-audio-spatial/github.svg)](https://agentmods.dev/skills/tomkrikorian/visionosagents/realitykit-audio-spatial)
Your own site
<a href="https://agentmods.dev/skills/tomkrikorian/visionosagents/realitykit-audio-spatial"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-audio-spatial/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.

agentmods 80×15 button for realitykit-audio-spatial

Your own site · 80×15
<a href="https://agentmods.dev/skills/tomkrikorian/visionosagents/realitykit-audio-spatial"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-audio-spatial.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 669 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00088 $0.00669
Opus 5 $0.00044 $0.00334
Sonnet 5 $0.00018 $0.00134
Haiku 4.5 $0.00009 $0.00067

Measured 9d ago against content hash cfacf7c9b253, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

realitykit-audio-spatial 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 9d 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.

skills/realitykit-audio-spatial/SKILL.md · 62 lines

How it starts

The opening of the file, as written. The whole thing — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RealityKit Audio Spatial

Quick Start

  1. Decide whether the task is entity-placed spatial audio, ambient/channel playback, reusable audio libraries, mix groups, reverb, or acoustic simulation.
  2. Load the matching audio reference file only.
  3. Keep audio resource loading asynchronous and entity ownership explicit.
  4. Route entity loading, anchoring, interaction, or attachment setup to realitykit-visionos-developer.
  5. Route animation or physics triggers for audio events to realitykit-animation-physics, and custom trigger systems to realitykit-ecs-systems.

Load References When

Reference When to Use
references/spatialaudiocomponent.md Place sound in 3D space on a RealityKit entity.
references/ambientaudiocomponent.md Add non-positional ambient audio.
references/channelaudiocomponent.md Control channel-oriented audio playback.
references/audiolibrarycomponent.md Use reusable audio libraries.
references/audiomixgroupscomponent.md Organize playback with mix groups.
references/reverbcomponent.md Add or tune reverb.
references/audio-groups-and-acoustics.md Use grouped playback or simulated room acoustics.

Cross-Routing

  • Use realitykit-visionos-developer for entity ownership, asset loading, anchors, input, attachments, portals, or synchronization around audio entities.
  • Use realitykit-animation-physics when audio is triggered by character, collision, physics, particle, or cloth behavior.
  • Use realitykit-ecs-systems when audio behavior needs custom per-frame query logic.

Guardrails

  • Keep audio resource and file loading off the synchronous UI path.
  • Decide whether audio should be positional, ambient, channel-based, grouped, or acoustically simulated before adding components.
  • Treat visionOS 27 audio group and acoustics additions as beta API; re-check symbols against the installed SDK.
  • Verify audio behavior on device when spatialization, acoustics, or output routing matters.

Read the full file on GitHub · 62 lines

Changes

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.

  1. 9d ago First seen · 62 lines · 88 tokens per session scan A cfacf7c9b253

Subscribe to this mod's changes

realitykit-audio-spatial is a skill published in the GitHub repository tomkrikorian/visionOSAgents (61 stars, last pushed 2mo ago), licensed MIT. It adds 88 tokens to every session and 669 once invoked, about $0.0004 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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