agentleFS
zripticzriptic/roclicks-skills/roblox-game-score/SKILL.md

roblox-game-score

Skill2 starsChanged 29 days agoMITView on GitHub

Make a custom soundtrack for a Roblox game (lobby/zone themes, combat or boss music, intensity layers, reward stingers), generated locally with claude-music (ACE-Step), cut into seamless loops, mastered for game use, uploaded to Roblox and wired with SoundGroups and crossfades. Use when the user wants a custom score, theme song, background music, zone music, menu music or stingers for a game, or asks to replace stock music.

  • Reads credentials

The file

We split this skill into the rules it gives an agent

8 rules. About 0 are common, 5 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Write a cue sheet. Each cue has a job, a loop length and an intensity:

    line 18
  2. Distinctive:

    Write the key and BPM on the cue sheet and put them in every prompt.

    line 32
  3. Distinctive:

    Use claude-music. For a loop, ask for longer than the loop (about +30%), so there is room to cut at a bar line.

    line 42
  4. Very specific:

    Cut on a bar line: after the intro, so the loop starts at full energy: ffmpeg -ss <start> -t <bars × bar_seconds> -i in.flac loop.wav.

    line 56
  5. Distinctive:

    All layers of one cue get the same loudness treatment and length, so they stay in sync and balanced when they are faded.

    line 73
  6. Distinctive:

    Every upload is irreversible and moderated, and audio uploads have a monthly quota that depends on account verification.

    line 78
  7. Very specific:

    Keep the key outside the project (a private key file or an environment variable such as ROBLOX_API_KEY), read it inside the command, and …

    line 84
  8. Very specific:

    Intensity layers: start every layer of a cue at the same moment with Volume = 0, Looped = true, and the same TimePosition.

    line 101

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Roblox game score

Generation is done by the claude-music skills (claude-music-generate, claude-music-compose, claude-music-export, and so on), a separate skill set that drives the open-source ACE-Step music model locally. If you don't have those skills, run ACE-Step directly with the same prompts and settings. This skill adds what a game needs on top of a song: loops that never click, layers that follow the action, levels that sit under the sound effects, and the Roblox side (upload, SoundGroups, crossfades).

1. Plan the score before generating

Write a cue sheet. Each cue has a job, a loop length and an intensity:

CueJobTypical lengthNotes
Main theme / lobbyIdentity; what the thumbnail and trailer use60-120 s loopStrongest melody; instrumental
Zone themesOne per area or world45-90 s loop eachShare the main theme's key and motif, change instruments
Combat / bossRaises stakes30-60 s loopFaster; same key as the zone, so a crossfade stays musical
Intensity layersCalm → busy versions of one cueSame length and BPM for allGenerate as separate tracks at the same BPM and key, or make one and remix stems
StingersRebirth, level-up, rare drop, win, lose1-5 s, no loopShort, bright, in the theme's key
  • Instrumental by default. Vocals fight the game's sounds and get moderated more. Add "instrumental, no vocals" to every prompt unless the user wants a sung theme song.
  • One key and one tempo family per game, so cross-fades between cues work. Write the key and BPM on the cue sheet and put them in every prompt.
  • Genre from the game's feel: cosy idle and sims suit lo-fi, chiptune or light orchestral. Obby and parkour suit upbeat electronic. Horror suits sparse ambient drones. Fighting suits drum-heavy orchestral or trap.
  • Save the cue sheet in the game's folder (<game>/audio/cues.md), with every prompt, seed, key, BPM and asset id, so a cue can be regenerated or extended later.

2. Generate

Use claude-music. For a loop, ask for longer than the loop (about +30%), so there is room to cut at a bar line. On an Apple Silicon Mac (no NVIDIA GPU), ACE-Step runs through MLX (<ace-step-dir>/start_*_macos.sh, or the macOS portable package), where <ace-step-dir> is wherever you installed ACE-Step. Expect slower runs than on CUDA: use draft quality to audition ideas, then high for the keeper. On a machine with an NVIDIA GPU, use ACE-Step's CUDA launcher instead.

3. Make it a seamless loop

A loop that clicks or jumps is the most obvious sign of cheap game music.

  1. Bar length: seconds per bar = 4 × 60 / BPM (4/4). Pick a whole number of bars (8, 16 or 32) that lands well inside the generated audio.
  2. Cut on a bar line after the intro, so the loop starts at full energy: ffmpeg -ss <start> -t <bars × bar_seconds> -i in.flac loop.wav.
  3. Hide the seam: crossfade the loop's last ~0.5 s into its first ~0.5 s (acrossfade), or end on a sustained chord. Then listen to the seam played twice in a row.
  4. Zero crossings: trim a few milliseconds so both ends sit at silence or a zero crossing. A click at the seam means this was skipped.

4. Master for a game

  • Quieter than a song. Aim for about -18 LUFS integrated for background music (streaming uses -14), with peaks at -1 dBTP or below, so effects and UI sounds stay on top. Stingers can sit around -14 LUFS.
  • ffmpeg -i loop.wav -af loudnorm=I=-18:TP=-1:LRA=11 -ar 44100 loop_master.ogg
  • Format: OGG (Vorbis) or MP3, 44.1 kHz, stereo. Keep files small: Roblox limits length and size per upload, so check the current limits before uploading a long cue.
  • All layers of one cue get the same loudness treatment and length, so they stay in sync and balanced when they are faded.

5. Upload

  • Every upload is irreversible and moderated, and audio uploads have a monthly quota that depends on account verification. Say how many uploads a batch will use before uploading, and upload only settled cues.
  • Routes:
    • Open Cloud (rbxcloud assets create --asset-type audio-ogg … or the Assets API) with your Open Cloud API key, if that key has the asset-write scope. Keep the key outside the project (a private key file or an environment variable such as ROBLOX_API_KEY), read it inside the command, and never print it;
    • or Studio's Asset Manager / Creator Dashboard by hand.
  • Record every asset id on the cue sheet. Check that the experience can play it: an audio asset the experience lacks permission for plays as silence, with no error.

6. Wire it in Studio

  • SoundGroups: SoundService.Music and SoundService.SFX (and UI), each Sound's SoundGroup set, so a settings slider or a duck can move a whole group.
  • Zone music: one Sound per cue under the client's music controller, Looped = true. Crossfade over 1-2 s with TweenService on Volume when the player enters a zone (CollectionService-tagged zone parts, or a region check on the client). Never stop one track and start the next cold.
  • Intensity layers: start every layer of a cue at the same moment with Volume = 0, Looped = true, and the same TimePosition. Fade layers in and out with the action; they stay in sync because they share length and BPM.
  • Stingers: a separate non-looping Sound in the SFX group. Duck the music (Music group volume to about 40% over 0.15 s, back over 0.8 s) while it plays.
  • Client side: music is presentation, so it plays on the client. The server only says what happened (zone entered, boss started).
  • Settings: a music volume slider bound to the Music SoundGroup, saved with the player's data.
  • Check in a playtest: hear every crossfade, the loop seam twice, and a stinger over the music.

Report

End with the cue sheet: each cue's file, length, BPM, key, loudness, asset id and where it is wired, plus anything still to upload.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.