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Found 3 Skills
Use when audio already placed in a HyperFrames composition needs to be mixed: a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation, delay, reverb, chorus, phaser, bitcrush), or automation envelopes drawn on a track's volume or any effect parameter. Don't use for sourcing or generating audio — finding BGM, SFX, or making a voiceover is `/media-use`. Don't use for clip timing or track layout, which is `/hyperframes-core`.
Audio playback using Tone.js including players, transport, scheduling, and loading audio. Use when implementing background music, sound effects, audio synchronization, or timed audio events. Essential for any audio-enabled web application.
Audio implementation for Roblox. Both legacy Sound objects and the newer modular audio system (AudioPlayer, AudioEmitter, Wire). Positional audio, music, SFX, SoundGroups, dynamic effects. Sourced from official Roblox creator docs.