tomkrikorian/visionosagents

realitykit-audio-spatial

Implement and debug RealityKit spatial audio, ambient audio, channel audio, audio libraries, audio mix groups, reverb, grouped playback, and acoustic simulation on visionOS 27.

First seen Jun 26, 2026

Installation

$ npx skills add tomkrikorian/visionosagents --skill realitykit-audio-spatial

Summary

  • Implement and debug RealityKit spatial audio, ambient audio, channel audio, audio libraries, audio mix groups, reverb, grouped playback, and acoustic simulation on visionOS 27.
  • Use when a RealityKit task is primarily about placing sound in 3D, loading or organizing audio resources, controlling channel or ambient playback, mixing groups, room acoustics, or audio behavior tied to RealityKit entities.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 60
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,012 B
  • docs SUMMARY.md 433 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 5 installs

SKILL.md

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.

  1. Load the matching audio reference file only.
  2. Keep audio resource loading asynchronous and entity ownership explicit.
  3. Route entity loading, anchoring, interaction, or attachment setup to

realitykit-visionos-developer.

  1. 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](references/spatialaudiocomponent.md) Place sound in 3D space on a RealityKit entity.
[references/ambientaudiocomponent.md](references/ambientaudiocomponent.md) Add non-positional ambient audio.
[references/channelaudiocomponent.md](references/channelaudiocomponent.md) Control channel-oriented audio playback.
[references/audiolibrarycomponent.md](references/audiolibrarycomponent.md) Use reusable audio libraries.
[references/audiomixgroupscomponent.md](references/audiomixgroupscomponent.md) Organize playback with mix groups.
[references/reverbcomponent.md](references/reverbcomponent.md) Add or tune reverb.
[references/audio-groups-and-acoustics.md](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.

Output Expectations

Provide:

  • the audio category
  • which audio references were used
  • the selected component or resource ownership path
  • the spatialization, grouping, or acoustics constraint
  • the next device or runtime validation step