Agent Skills: 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. 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.

UncategorizedID: tomkrikorian/visionOSAgents/realitykit-audio-spatial

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pnpm dlx add-skill https://github.com/tomkrikorian/visionOSAgents/tree/HEAD/skills/realitykit-audio-spatial

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skills/realitykit-audio-spatial/SKILL.md

Skill Metadata

Name
realitykit-audio-spatial
Description
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.

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.
  2. Load the matching audio reference file only.
  3. Keep audio resource loading asynchronous and entity ownership explicit.
  4. Route entity loading, anchoring, interaction, or attachment setup to realitykit-visionos-developer.
  5. 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 | Place sound in 3D space on a RealityKit entity. | | references/ambientaudiocomponent.md | Add non-positional ambient audio. | | references/channelaudiocomponent.md | Control channel-oriented audio playback. | | references/audiolibrarycomponent.md | Use reusable audio libraries. | | references/audiomixgroupscomponent.md | Organize playback with mix groups. | | references/reverbcomponent.md | Add or tune reverb. | | 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