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Agent Skill · 研究检索

audio-system(音响系统)

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

audio-system 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 56,028。

总安装 465周安装 19GitHub Stars 公开资料未说明下载 150核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:audio-system(音响系统)
来源仓库:https://github.com/taozhuo/game-dev-skills
仓库路径:skills/audio-system
安装命令:
npx skills add taozhuo/game-dev-skills --skill "audio-system"
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

AgentSkills.tonpx skills
npx skills add taozhuo/game-dev-skills --skill "audio-system"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

audio-system 用于音响系统管理,适合音频设备控制和优化。适用于游戏开发、多媒体应用和音频流程处理等场景。通过 github 安装,使用 npx skills add taozhuo/game-dev-skills --skill "audio-system" 命令部署。

建议确认权限范围和维护状态,注意是否触发联网或文件读写操作。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/audio-system

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add taozhuo/game-dev-skills --skill "audio-system";命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

audio-system 怎么安装?

在终端执行 npx skills add taozhuo/game-dev-skills --skill "audio-system"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

audio-system 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

audio-system 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

audio-system 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

audio-system 用的人多吗?

公开数据是累计安装 465 次,近一周安装 19 次,下载 150 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

audio-system 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
audio-system

音响系统 · 本页

465—权限未标注MIT未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
audio-system
description
Implements audio systems including sound management, music systems, positional audio, and audio effects. Use when adding sound effects, music, ambient audio, or any audio features to a game.
allowed-tools
Read, Write, Edit, Glob, Grep

Roblox Audio Systems

Quick Reference Links

Official Documentation:

Wiki References:


When implementing audio, follow these patterns for immersive and performant sound design.

Sound Management

Sound Pooling

local SoundPool = {}
SoundPool.pools = {}

function SoundPool.create(soundId, poolSize)
    poolSize = poolSize or 5

    local pool = {
        sounds = {},
        currentIndex = 1
    }

    for i = 1, poolSize do
        local sound = Instance.new("Sound")
        sound.SoundId = soundId
        sound.Parent = SoundService
        table.insert(pool.sounds, sound)
    end

    SoundPool.pools[soundId] = pool
    return pool
end

function SoundPool.play(soundId, properties)
    local pool = SoundPool.pools[soundId]
    if not pool then
        pool = SoundPool.create(soundId)
    end

    local sound = pool.sounds[pool.currentIndex]
    pool.currentIndex = pool.currentIndex % #pool.sounds + 1

    -- Apply properties
    if properties then
        for key, value in pairs(properties) do
            sound[key] = value
        end
    end

    sound:Play()
    return sound
end

-- Usage
SoundPool.create("rbxassetid://123456789", 10)  -- Pre-create pool
SoundPool.play("rbxassetid://123456789", {Volume = 0.5, PlaybackSpeed = 1.2})

Sound Priority System

local SoundManager = {}
SoundManager.activeSounds = {}
SoundManager.maxSounds = 32  -- Roblox limit is higher, but good for performance

local SoundPriority = {
    UI = 100,
    PlayerAction = 80,
    Combat = 70,
    Environment = 50,
    Ambient = 30
}

function SoundManager.play(soundId, priority, properties)
    priority = priority or SoundPriority.Environment

    -- Check if we need to stop lower priority sounds
    if #SoundManager.activeSounds >= SoundManager.maxSounds then
        -- Find lowest priority sound
        local lowestPriority = priority
        local lowestIndex = nil

        for i, soundData in ipairs(SoundManager.activeSounds) do
            if soundData.priority < lowestPriority then
                lowestPriority = soundData.priority
                lowestIndex = i
            end
        end

        if lowestIndex then
            local removed = table.remove(SoundManager.activeSounds, lowestIndex)
            removed.sound:Stop()
        else
            return nil  -- Can't play, all sounds are higher priority
        end
    end

    local sound = Instance.new("Sound")
    sound.SoundId = soundId

    if properties then
        for key, value in pairs(properties) do
            sound[key] = value
        end
    end

    sound.Parent = SoundService
    sound:Play()

    local soundData = {
        sound = sound,
        priority = priority
    }

    table.insert(SoundManager.activeSounds, soundData)

    sound.Ended:Connect(function()
        local index = table.find(SoundManager.activeSounds, soundData)
        if index then
            table.remove(SoundManager.activeSounds, index)
        end
        sound:Destroy()
    end)

    return sound
end

Volume Categories

local VolumeManager = {}
VolumeManager.categories = {
    Master = 1,
    Music = 0.7,
    SFX = 0.8,
    Voice = 1,
    Ambient = 0.5
}

VolumeManager.soundGroups = {}

function VolumeManager.setup()
    -- Create SoundGroups for each category
    for category, defaultVolume in pairs(VolumeManager.categories) do
        local group = Instance.new("SoundGroup")
        group.Name = category
        group.Volume = defaultVolume
        group.Parent = SoundService
        VolumeManager.soundGroups[category] = group
    end

    -- Set Master as parent of others
    for category, group in pairs(VolumeManager.soundGroups) do
        if category ~= "Master" then
            group.Parent = VolumeManager.soundGroups.Master
        end
    end
end

function VolumeManager.setVolume(category, volume)
    VolumeManager.categories[category] = volume
    if VolumeManager.soundGroups[category] then
        VolumeManager.soundGroups[category].Volume = volume
    end
end

function VolumeManager.playInCategory(soundId, category, properties)
    local sound = Instance.new("Sound")
    sound.SoundId = soundId
    sound.SoundGroup = VolumeManager.soundGroups[category]

    if properties then
        for key, value in pairs(properties) do
            sound[key] = value
        end
    end

    sound.Parent = SoundService
    sound:Play()

    return sound
end

Music Systems

Music Playlist

local MusicPlayer = {}
MusicPlayer.playlist = {}
MusicPlayer.currentIndex = 0
MusicPlayer.currentSound = nil
MusicPlayer.isPlaying = false
MusicPlayer.shuffle = false

function MusicPlayer.addTrack(soundId, name)
    table.insert(MusicPlayer.playlist, {
        id = soundId,
        name = name
    })
end

function MusicPlayer.play()
    if #MusicPlayer.playlist == 0 then return end

    MusicPlayer.isPlaying = true

    if MusicPlayer.currentIndex == 0 then
        MusicPlayer.next()
    elseif MusicPlayer.currentSound then
        MusicPlayer.currentSound:Resume()
    end
end

function MusicPlayer.pause()
    if MusicPlayer.currentSound then
        MusicPlayer.currentSound:Pause()
    end
end

function MusicPlayer.next()
    if MusicPlayer.currentSound then
        MusicPlayer.currentSound:Stop()
        MusicPlayer.currentSound:Destroy()
    end

    if MusicPlayer.shuffle then
        MusicPlayer.currentIndex = math.random(1, #MusicPlayer.playlist)
    else
        MusicPlayer.currentIndex = MusicPlayer.currentIndex % #MusicPlayer.playlist + 1
    end

    local track = MusicPlayer.playlist[MusicPlayer.currentIndex]

    MusicPlayer.currentSound = Instance.new("Sound")
    MusicPlayer.currentSound.SoundId = track.id
    MusicPlayer.currentSound.Volume = 0.5
    MusicPlayer.currentSound.Looped = false
    MusicPlayer.currentSound.SoundGroup = VolumeManager.soundGroups.Music
    MusicPlayer.currentSound.Parent = SoundService

    MusicPlayer.currentSound.Ended:Connect(function()
        if MusicPlayer.isPlaying then
            MusicPlayer.next()
        end
    end)

    if MusicPlayer.isPlaying then
        MusicPlayer.currentSound:Play()
    end
end

function MusicPlayer.previous()
    MusicPlayer.currentIndex = MusicPlayer.currentIndex - 2
    if MusicPlayer.currentIndex < 0 then
        MusicPlayer.currentIndex = #MusicPlayer.playlist - 1
    end
    MusicPlayer.next()
end

Crossfade Transition

local function crossfade(fromSound, toSound, duration)
    duration = duration or 2

    toSound.Volume = 0
    toSound:Play()

    local startTime = os.clock()
    local fromVolume = fromSound.Volume

    local conn
    conn = RunService.Heartbeat:Connect(function()
        local elapsed = os.clock() - startTime
        local t = math.min(elapsed / duration, 1)

        fromSound.Volume = fromVolume * (1 - t)
        toSound.Volume = fromVolume * t

        if t >= 1 then
            fromSound:Stop()
            conn:Disconnect()
        end
    end)
end

Contextual Music

local MusicContext = {}
MusicContext.contexts = {
    peaceful = "rbxassetid://peaceful_music",
    combat = "rbxassetid://combat_music",
    boss = "rbxassetid://boss_music",
    victory = "rbxassetid://victory_music"
}
MusicContext.currentContext = nil
MusicContext.currentSound = nil

function MusicContext.setContext(contextName)
    if contextName == MusicContext.currentContext then return end

    local newSoundId = MusicContext.contexts[contextName]
    if not newSoundId then return end

    local newSound = Instance.new("Sound")
    newSound.SoundId = newSoundId
    newSound.Looped = true
    newSound.Parent = SoundService

    if MusicContext.currentSound then
        crossfade(MusicContext.currentSound, newSound, 2)
        task.delay(2, function()
            MusicContext.currentSound:Destroy()
            MusicContext.currentSound = newSound
        end)
    else
        newSound.Volume = 0.5
        newSound:Play()
        MusicContext.currentSound = newSound
    end

    MusicContext.currentContext = contextName
end

-- Usage
MusicContext.setContext("peaceful")
-- Later, when combat starts:
MusicContext.setContext("combat")

Positional Audio

3D Sound Setup

local function play3DSound(soundId, position, properties)
    local part = Instance.new("Part")
    part.Anchored = true
    part.CanCollide = false
    part.Transparency = 1
    part.Size = Vector3.new(0.1, 0.1, 0.1)
    part.Position = position
    part.Parent = workspace

    local sound = Instance.new("Sound")
    sound.SoundId = soundId
    sound.RollOffMode = Enum.RollOffMode.Linear
    sound.RollOffMinDistance = properties.minDistance or 10
    sound.RollOffMaxDistance = properties.maxDistance or 100
    sound.Volume = properties.volume or 1
    sound.Parent = part

    sound:Play()

    sound.Ended:Connect(function()
        part:Destroy()
    end)

    return sound, part
end

Sound Falloff Modes

-- Linear falloff (most predictable)
sound.RollOffMode = Enum.RollOffMode.Linear
sound.RollOffMinDistance = 10  -- Full volume within this distance
sound.RollOffMaxDistance = 100 -- Silent beyond this distance

-- Inverse (more realistic)
sound.RollOffMode = Enum.RollOffMode.Inverse
-- Volume = 1 / (1 + (distance - minDistance) / (maxDistance - minDistance))

-- InverseTapered (smoother falloff)
sound.RollOffMode = Enum.RollOffMode.InverseTapered
-- Combines linear and inverse

-- Custom falloff with emitter size
sound.EmitterSize = 5  -- Sound appears to come from area, not point

Footstep Sounds

local FootstepSounds = {
    [Enum.Material.Grass] = "rbxassetid://grass_step",
    [Enum.Material.Concrete] = "rbxassetid://concrete_step",
    [Enum.Material.Wood] = "rbxassetid://wood_step",
    [Enum.Material.Metal] = "rbxassetid://metal_step",
    [Enum.Material.Sand] = "rbxassetid://sand_step",
    [Enum.Material.Water] = "rbxassetid://water_splash"
}

local function setupFootsteps(character)
    local humanoid = character:WaitForChild("Humanoid")
    local rootPart = character:WaitForChild("HumanoidRootPart")

    local lastStep = 0
    local stepInterval = 0.4  -- Seconds between steps

    humanoid.Running:Connect(function(speed)
        if speed > 1 then
            local now = os.clock()
            if now - lastStep >= stepInterval / (speed / 16) then
                lastStep = now

                -- Get ground material
                local ray = workspace:Raycast(
                    rootPart.Position,
                    Vector3.new(0, -3, 0)
                )

                local material = ray and ray.Material or Enum.Material.Concrete
                local soundId = FootstepSounds[material] or FootstepSounds[Enum.Material.Concrete]

                local sound = Instance.new("Sound")
                sound.SoundId = soundId
                sound.Volume = 0.5
                sound.PlaybackSpeed = 0.9 + math.random() * 0.2  -- Slight variation
                sound.Parent = rootPart
                sound:Play()

                Debris:AddItem(sound, 1)
            end
        end
    end)
end

Audio Effects

Sound Groups & Effects

-- Create reverb effect
local reverbGroup = Instance.new("SoundGroup")
reverbGroup.Name = "Reverb"
reverbGroup.Parent = SoundService

local reverb = Instance.new("ReverbSoundEffect")
reverb.DecayTime = 2
reverb.Density = 0.8
reverb.Diffusion = 0.9
reverb.DryLevel = 0
reverb.WetLevel = -6
reverb.Parent = reverbGroup

-- Create low-pass filter (muffled)
local muffledGroup = Instance.new("SoundGroup")
muffledGroup.Name = "Muffled"
muffledGroup.Parent = SoundService

local lowPass = Instance.new("EqualizerSoundEffect")
lowPass.HighGain = -20  -- Reduce high frequencies
lowPass.MidGain = -5
lowPass.LowGain = 0
lowPass.Parent = muffledGroup

-- Assign sounds to groups
caveSound.SoundGroup = reverbGroup
underwaterSound.SoundGroup = muffledGroup

Dynamic Audio Processing

local function applyUnderwaterEffect(enable)
    local muffleEffect = camera:FindFirstChild("UnderwaterMuffle")

    if enable then
        if not muffleEffect then
            muffleEffect = Instance.new("EqualizerSoundEffect")
            muffleEffect.Name = "UnderwaterMuffle"
            muffleEffect.HighGain = -30
            muffleEffect.MidGain = -10
            muffleEffect.LowGain = 5
            muffleEffect.Parent = SoundService
        end
    else
        if muffleEffect then
            muffleEffect:Destroy()
        end
    end
end

Doppler Effect (Moving Sources)

-- Roblox doesn't have built-in Doppler, but we can simulate it
local function simulateDoppler(sound, sourceVelocity, listenerVelocity)
    local speedOfSound = 343  -- m/s

    local relativeVelocity = sourceVelocity - listenerVelocity
    local directionToListener = (camera.CFrame.Position - sound.Parent.Position).Unit
    local approachSpeed = relativeVelocity:Dot(directionToListener)

    -- Doppler shift formula
    local dopplerShift = speedOfSound / (speedOfSound + approachSpeed)
    sound.PlaybackSpeed = dopplerShift

    -- Also adjust volume slightly
    if approachSpeed > 0 then
        sound.Volume = sound.Volume * 1.1  -- Approaching, slightly louder
    else
        sound.Volume = sound.Volume * 0.9  -- Receding, slightly quieter
    end
end

Ambient Audio

Ambient Soundscape

local AmbientManager = {}
AmbientManager.activeSounds = {}

function AmbientManager.setup(sounds)
    for _, soundData in ipairs(sounds) do
        local sound = Instance.new("Sound")
        sound.SoundId = soundData.id
        sound.Volume = soundData.volume or 0.3
        sound.Looped = true
        sound.Parent = SoundService

        AmbientManager.activeSounds[soundData.name] = {
            sound = sound,
            baseVolume = soundData.volume or 0.3
        }
    end
end

function AmbientManager.setIntensity(name, intensity)
    local data = AmbientManager.activeSounds[name]
    if data then
        data.sound.Volume = data.baseVolume * intensity
    end
end

function AmbientManager.start()
    for _, data in pairs(AmbientManager.activeSounds) do
        data.sound:Play()
    end
end

-- Usage
AmbientManager.setup({
    {name = "wind", id = "rbxassetid://wind", volume = 0.2},
    {name = "birds", id = "rbxassetid://birds", volume = 0.3},
    {name = "water", id = "rbxassetid://river", volume = 0.4}
})
AmbientManager.start()

-- Based on location
if isNearWater then
    AmbientManager.setIntensity("water", 1)
else
    AmbientManager.setIntensity("water", 0.2)
end

Region-Based Audio

local AudioRegions = {}

local function checkAudioRegions()
    local character = Players.LocalPlayer.Character
    if not character then return end

    local position = character.PrimaryPart.Position

    for _, region in ipairs(AudioRegions) do
        local inRegion = position.X >= region.min.X and position.X <= region.max.X
                     and position.Y >= region.min.Y and position.Y <= region.max.Y
                     and position.Z >= region.min.Z and position.Z <= region.max.Z

        if inRegion and not region.active then
            region.active = true
            region.sound:Play()
            if region.onEnter then region.onEnter() end
        elseif not inRegion and region.active then
            region.active = false
            region.sound:Stop()
            if region.onExit then region.onExit() end
        end
    end
end

RunService.Heartbeat:Connect(checkAudioRegions)

平台分布

Cursor

30.1%
按下载量换算45

Codex

23.69%
按下载量换算36

Claude Code

16.57%
按下载量换算25

windsurf

13.97%
按下载量换算21

OpenCode

8.63%
按下载量换算13

Antigravity

3.74%
按下载量换算6

安全审计

暂无安全审计结果可展示。

权限和风险

权限未标注

当前来源未能明确判断权限范围,默认进入异常复核队列。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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