HyperFrames Audio
heygen-com/hyperframes
Mixes audio already placed in a HyperFrames composition: fades, gain, ducking under a voiceover, effect chains, automation and shared submix buses.
Reference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings.
$ npx skills add nolantait/bevy-starter --skill bevy-audio -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nolantait/bevy-starter bevy-audio --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/bevy-audio .claude/skills/bevy-audio && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "bevy-audio" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-audio into .claude/skills/bevy-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-audio", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-audioType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add nolantait/bevy-starter --skill bevy-audio -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nolantait/bevy-starter bevy-audio --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/bevy-audio .agents/skills/bevy-audio && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "bevy-audio" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-audio into .agents/skills/bevy-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-audio", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nolantait/bevy-starter --skill bevy-audio -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nolantait/bevy-starter bevy-audio --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/bevy-audio .cursor/skills/bevy-audio && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "bevy-audio" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-audio into .cursor/skills/bevy-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-audio", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/nolantait/bevy-starter.git --path .agents/skills/bevy-audio--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add nolantait/bevy-starter --skill bevy-audio -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nolantait/bevy-starter bevy-audio --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/bevy-audio .gemini/skills/bevy-audio && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "bevy-audio" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-audio into .gemini/skills/bevy-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-audio", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install nolantait/bevy-starter bevy-audioInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add nolantait/bevy-starter --skill bevy-audio -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/bevy-audio .github/skills/bevy-audio && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "bevy-audio" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-audio into .github/skills/bevy-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-audio", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nolantait/bevy-starter --skill bevy-audio -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nolantait/bevy-starter bevy-audio --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/bevy-audio .opencode/skills/bevy-audio && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "bevy-audio" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-audio into .opencode/skills/bevy-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-audio", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
bevy-audioReference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings.
Bevy Audio is an agent skill from nolantait/bevy-starter. Reference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings.
Its SKILL.md is about 710 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
The repository describes itself as: A minimalist starter for bevy and rust. The licence is MIT.
Read from SKILL.md and the folder at commit dd6f56b. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are rust).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Bevy Audio loads about 713 tokens when it runs. Until then it costs about 34 tokens; SKILL.md has 217 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from nolantait/bevy-starter at commit dd6f56b, republished under its MIT licence (© nolantait). 217 words, ~713 tokens.
.claude/skills/bevy-audio/SKILL.md (or your agent's skills folder).AudioPlayer<Source> — component to play an audio source (requires PlaybackSettings)AudioSink — component added automatically; controls playback on that entityPitch — asset for generating simple tonesfn play(server: Res<AssetServer>, mut commands: Commands) {
commands.spawn((
AudioPlayer::new(server.load("music.ogg")),
PlaybackSettings::LOOP,
));
}| Setting | Behavior |
|---|---|
PlaybackSettings::ONCE | Play once |
PlaybackSettings::LOOP | Loop continuously |
PlaybackSettings::DESPAWN | Play once, then despawn entity |
PlaybackSettings::REMOVE | Play once, then remove the audio components from the entity |
fn toggle(mut sink: Single<&mut AudioSink, With<MusicBox>>) {
sink.toggle_playback();
}| Method | Description |
|---|---|
play / pause / stop | Basic playback control. stop cannot restart. |
mute / unmute / toggle_mute | Mute control |
toggle_playback | Toggle play/pause |
is_paused / is_muted | Playback state |
speed / set_speed | Playback speed |
position | Current playback position |
empty | True if no more sounds to play |
try_seek | Seek to a position |
volume / set_volume | Volume control |
These methods come from the AudioSinkPlayback trait, implemented by both
AudioSink and SpatialAudioSink.
Global volume via GlobalVolume resource:
app.insert_resource(GlobalVolume::new(Volume::Linear(0.5)));Per-sink volume:
sink.set_volume(current_volume.increase_by_percentage(10.0));Changing GlobalVolume does not affect audio that is already playing; the
new value only applies when a sink is created. The same is true for changing
PlaybackSettings on a playing entity.
By default sounds are flat. Set spatial: true on PlaybackSettings (and give
the entity a Transform) to make a sound spatial, then use a SpatialListener
component to control how it is heard. Only one SpatialListener should exist at
a time.
app.add_plugins(DefaultPlugins.set(AudioPlugin {
default_spatial_scale: SpatialScale::new_2d(1.0 / 100.0),
..default()
}));
commands.spawn((SpatialListener::new(100.), Transform::default()));wav, ogg (plus oga and spx), flac, mp3 (enable the mp3 feature).
commands.spawn((
AudioPlayer(pitch_assets.add(Pitch::new(220.0, Duration::new(1, 0)))),
PlaybackSettings::DESPAWN,
));© nolantait, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .agents/skills/bevy-audio of nolantait/bevy-starter.
Open the folder on GitHubat commit dd6f56b
Bevy Audio next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Bevy Audio this skillnolantait/bevy-starter | 132 | — | ~713 | Automated safety check: Pass | MIT | |
| HyperFrames Audioheygen-com/hyperframes | 60k | 1 repos | ~6.4k | Automated safety check: Pass | Apache-2.0 | |
| Control UIopenclaw/openclaw | 392k | — | ~1.8k | Automated safety check: Pass | MIT | |
| Uloop Control Play ModeCyberAgentGameEntertainment/NovaShader | 1.6k | 1 repos | ~1.3k | Automated safety check: Pass | MIT | |
| Bio Spatial Transcriptomics Spatial PreprocessingFreedomIntelligence/OpenClaw-Medical-Skills | 3.1k | 1 repos | ~2k | Automated safety check: Pass | None | |
| Bio Spatial Transcriptomics Spatial StatisticsFreedomIntelligence/OpenClaw-Medical-Skills | 3.1k | 1 repos | ~1.8k | Automated safety check: Pass | None |
heygen-com/hyperframes
Mixes audio already placed in a HyperFrames composition: fades, gain, ducking under a voiceover, effect chains, automation and shared submix buses.
openclaw/openclaw
Operate and troubleshoot the OpenClaw Control UI: navigate connected clients, organize sessions, build session dashboards, and handle direct or Tailscale-hosted Gateways.
CyberAgentGameEntertainment/NovaShader
Control Unity Editor Play Mode. An agent skill from CyberAgentGameEntertainment/NovaShader.
FreedomIntelligence/OpenClaw-Medical-Skills
Quality control, filtering, normalization, and feature selection for spatial transcriptomics data.
FreedomIntelligence/OpenClaw-Medical-Skills
Compute spatial statistics for spatial transcriptomics data using Squidpy.
openclaw/openclaw
Port or review OpenClaw Control UI code moving from Lit 3 and Web Awesome to Solid 2, including components, projections, lifecycle boundaries, and migration proof.
nolantait/bevy-starter
Reference for events, messages, and observers in Bevy — Message/MessageReader/MessageWriter, Event/EntityEvent, triggers, observers, and propagation.
nolantait/bevy-starter
Reference for Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering.
nolantait/bevy-starter
Reference for loading, managing, and tracking assets in Bevy — AssetServer, handles, loading states, events, custom loaders, and hot reloading.
nolantait/bevy-starter
Reference for Bevy Scene Notation (BSN) — the bsn!. An agent skill from nolantait/bevy-starter.
nolantait/bevy-starter
Reference for cameras in Bevy — Camera2d, Camera3d, viewports, projection, render layers, mouse-to-world, and free camera controllers.
nolantait/bevy-starter
Reference for Bevy Commands — spawning/despawning entities, inserting/removing components, custom commands, trait extensions, and testing.
Reference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings. Bevy Audio is an agent skill from nolantait/bevy-starter. Reference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings.
Run `npx skills add nolantait/bevy-starter --skill bevy-audio -a claude-code`. Or copy the skill folder (.agents/skills/bevy-audio in nolantait/bevy-starter) into .claude/skills/bevy-audio in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nolantait/bevy-starter --skill bevy-audio -a codex`. Or copy the skill folder (.agents/skills/bevy-audio in nolantait/bevy-starter) into .agents/skills/bevy-audio in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nolantait/bevy-starter --skill bevy-audio -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/bevy-audio, .gemini/skills/bevy-audio, .github/skills/bevy-audio and .opencode/skills/bevy-audio in your project.
SKILL.md names no scripts, command-line tools or credentials: Bevy Audio is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Bevy Audio is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 713 tokens (SKILL.md is roughly 2.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Bevy Audio: HyperFrames Audio (heygen-com/hyperframes, 60k stars), Control UI (openclaw/openclaw, 392k stars), Uloop Control Play Mode (CyberAgentGameEntertainment/NovaShader, 1.6k stars) and Bio Spatial Transcriptomics Spatial Preprocessing (FreedomIntelligence/OpenClaw-Medical-Skills, 3.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
nolantait (a GitHub user) maintains it in nolantait/bevy-starter, which has 132 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on October 8, 2026.
Source: nolantait/bevy-starter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.