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.
Agent workflows
Testing
Use judgment
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Updated
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First seen Jun 26, 2026
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$
npx skills add tomkrikorian/visionosagents --skill realitykit-audio-spatial
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SKILL.md
RealityKit Audio Spatial
Quick Start
Decide whether the task is entity-placed spatial audio, ambient/channel
playback, reusable audio libraries, mix groups, reverb, or acoustic simulation.
Load the matching audio reference file only.
Keep audio resource loading asynchronous and entity ownership explicit.
Route entity loading, anchoring, interaction, or attachment setup to
realitykit-visionos-developer.
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