blushneybusiness-glitch/roblox-omniskills/rbx-assets-audio

Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills

Trust tier 3
  • community
Source check pending

Checking that the SKILL.md file is still in the repository.

Catalog audio sourced safely and auditioned before it ships — Creator Store search craft, the licensing rules that keep a game from being struck, permission-gated ids, and an in-Studio audition loop that rejects the wrong length or texture before a single Sound is wired. Use when the user says "find a coin sound", "get music for this zone", "search the audio catalog", "is this audio safe to use", or when a sound fails to play, plays for you but not for players, or the sourced clip is the wrong length or vibe. Do not use for wiring and varying sounds in-game — load rbx-audio-sfx — or for uploading the user's own audio files — load rbx-handoff-uploads instead.

Install

npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-assets-audio

SKILL.md

rbx-assets-audio

Laws

  1. Creator Store audio is the default and near-exclusive source. It is licensed for

on-platform use by construction. Roblox publishes a very large free SFX and music library under its own account — that is the first search, every time.

  1. Audition before wiring. Every candidate plays once in Studio and gets judged on length,

texture, and loudness before it enters a script. A sourced id that was never heard is a guess.

  1. Never a "leaked audio id" list. Those are rips. So are copyrighted music uploads,

covers, remixes, and re-uploaded paid packs — moderation deletes them, strikes accumulate, and the experience itself becomes the risk. If the original artist's lawyer would recognise it, it does not go in.

  1. Permission-gated ids fail silently. Uploaded audio is private to its uploader's

experiences until permissions are granted; a group game's audio belongs to the GROUP. An id the user "used in another game" is not automatically usable here — verify, don't assume.

  1. License evidence lives in memory, not in your head. Every shipped id gets an

asset-library.md row with its source and license note. Disputes and moderation surface months later, when nobody remembers where the clip came from.

Passes

  1. Brief — get the slot from rbx-audio-feedback-map before searching: what fires it, how

often, how long it may last. UI tick ≤ 0.2s, pickup/click ≤ 0.4s, purchase or level-up stinger 0.6–1.5s, ambience bed 20–60s seamless, music track 60s+. Frequency decides variant count: anything firing more than once per 10s needs 2–3 alternates.

  1. Search — search_asset on the audio catalog with concrete noun+verb terms: "coin

pickup", "wood impact", "sword swing", "menu whoosh". Bare categories ("sound effect", "music") return noise. Add the style word from the fingerprint for music and ambience ("chiptune loop", "cozy piano loop"); iterate 2–3 phrasings before declaring the catalog empty.

  1. Audition — one execute_luau chunk per batch: create the Sound under SoundService,

set SoundId from the search result, :Play(), and print TimeLength plus IsLoaded. get_console_output after. TimeLength == 0 after load means the id is dead or permission-gated — drop it, don't retry it. Reject anything whose length misses the pass-1 window; a 3-second "click" cannot be fixed downstream.

  1. Verify & record — pcall(MarketplaceService:GetProductInfo(id)) on every survivor and

confirm the returned name matches what you searched for. Then the asset-library.md row: id, use tag, style tag, source, license note, date.

  1. Hand off — cleared ids go to rbx-audio-sfx (wiring, cloning, pitch variation) or

rbx-audio-music (zone switching, looping). Nothing found → SOUND_X = 0 -- TODO in CONFIG plus a manual steps pending: entry, never a silent omission and never an invented id.

Sourcing

Tiers per asset-id-policy.md: asset-library.md first, re-verified by pcall (audio is the asset class most often moderated away after shipping) → rbxasset:// built-in sounds, which always load and are fine for UI ticks and retro styles → Creator Store search_asset. The user's own recordings and bulletproof-license CC0 files are tier 5 and route through rbx-assets-web for the license check and rbx-handoff-uploads for the auth-gated upload — warn about the moderation queue and never plan an upload for launch day. Audio inserts normally arrive as bare Sound instances; a result that arrives as a Model (sound-pack wrapper) passes rbx-security-modelscan before anything inside it runs.

Performance budget

Audition in one batched chunk, not one execute per candidate — ≤ 3 tool calls to judge 6 candidates. ContentProvider:PreloadAsync only the sounds needed in the first 10 seconds of play; everything else lazy-loads on first use. Prefer one 30-second ambience loop over three 10-second loops for memory and seam count. Volume ceilings on delivery: UI 0.25–0.5, SFX 0.4–0.7, ambience 0.15–0.35 — nothing ships at 1.

Load with

rbx-audio-sfx (wiring and variation) and rbx-audio-feedback-map (which action deserves which sound) — don't ask, include them. Music selection and zone logic: rbx-audio-music. Rolloff and 3D placement: rbx-audio-spatial. Uploads needing auth: rbx-handoff-uploads. Id law and failure diagnosis: rbx-assets-id-policy.

AI-tells

  • ☐ An rbxassetid:// written from memory instead of a search_asset result
  • ☐ Sound wired without ever being played in Studio
  • ☐ Clip length wrong for the slot — a 2-second UI click, a 4-second "loop" with a seam
  • ☐ "Leaked id" lists, popular-song ids, or re-uploaded pack audio
  • ☐ Permission-gated id shipped after working in Studio for the developer only
  • ☐ No license or source note in the asset library row
  • ☐ One generic impact clip reused across wood, stone, and metal
  • ☐ Missing id papered over with silence instead of 0 -- TODO plus a queue entry

Memory

Read: asset-library.md FIRST — a proven, style-tagged sound beats a fresh search; the game's projects.md block for existing SoundGroup paths and pending audio TODOs. Write: every shipped id with use tag, style tag, source, and license note; failed auditions as a short "rejected — too long / dead id" line so the next session doesn't re-audition them; any id that fails pcall verification removed with a dated note; unresolved slots into manual steps pending:.

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

Popularity

7-day trend score
0

Not refreshed yet.

Works with

Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.

  • Claude Code
  • Cursor
  • GitHub Copilot
  • Windsurf
  • Codex
  • Gemini CLI
  • Cline
  • Amp
  • Roo Code
  • Goose
  • Continue
  • Kilo Code
  • Junie
  • Trae
  • OpenHands
  • Qwen Code
  • AI Agent
  • Tabnine Chat
  • Sourcegraph Cody
  • Amazon Q
  • Firebase Genkit
  • Sweep
  • Devin
  • Phind
  • Mentat
  • Claude Desktop
  • Aider
  • GPT Pilot
  • Plandex
  • bolt.new
  • v0
  • Replit Agent
  • Anse
  • TypingMind
  • BetterChatGPT
  • LibreChat
  • Warp AI
  • Pieces
  • Fig AI
Embed badge
vskill VERIFIED badge
[![vskill VERIFIED](https://verified-skill.com/api/v1/skills/blushneybusiness-glitch/roblox-omniskills/rbx-assets-audio/badge)](https://verified-skill.com/skills/blushneybusiness-glitch/roblox-omniskills/rbx-assets-audio)

Something wrong with this skill or its page? Tell us.