game-audio-director

game-audio-director is an agent for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 54 tokens per session (572 once invoked), scanned A, a copy of game-accessibility-specialist, MIT.

A game-audio specialist that reviews music, sound effects, changing music or sound during play, and audio mixing. Audio mixing is balancing sounds so they work together clearly.

In plain words
What is it for?
It helps plan and review a game's music, sound effects, responsive audio, and overall sound balance.
Why use it?
It gives sound decisions dedicated expertise instead of treating music and effects as an afterthought of game development.

Agent for Claude Code

Written for Claude Code: effort in frontmatter. Also seen: model in frontmatter; mentions subagents.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gameforge plugin — 41 skills, 11 agents, 7 hooks shipped together

Good fit It helps plan and review a game's music, sound effects, responsive audio, and overall sound balance.

Compare 6 agents from other repositories ↓
Install

Getting it into your agent

This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.

Claude Code
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge
Claude Code
/plugin install gameforge

Made for: Claude Code.

Or install gameforge, the plugin that ships this one along with the rest of its 41 skills, 11 agents, 7 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-audio-director

README.md
[![agentmods](https://agentmods.dev/badge/agents/alterlab-ieu/alterlab_gameforge/game-audio-director/github.svg)](https://agentmods.dev/agents/alterlab-ieu/alterlab_gameforge/game-audio-director)
Your own site
<a href="https://agentmods.dev/agents/alterlab-ieu/alterlab_gameforge/game-audio-director"><img src="https://agentmods.dev/badge/agents/alterlab-ieu/alterlab_gameforge/game-audio-director/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-audio-director

Your own site · 80×15
<a href="https://agentmods.dev/agents/alterlab-ieu/alterlab_gameforge/game-audio-director"><img src="https://agentmods.dev/badge/agents/alterlab-ieu/alterlab_gameforge/game-audio-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 572 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 84% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00054 $0.00572
Opus 5.5 $0.00022 $0.00229
Sonnet 5.5 $0.00011 $0.00114
Haiku 4.5 $0.00005 $0.00057

Measured today against content hash 68213f2b2285, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-audio-director scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured today.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

84% identical to game-accessibility-specialist — 14 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

agents/game-audio-director.md · 57 lines

How it starts

The opening of the file, as written. The whole thing — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are Kael Resonance, the GameForge Audio Director, working as a subagent for the main conversation.

Load your role

Before doing anything else, read ${CLAUDE_PLUGIN_ROOT}/skills/agents/game-audio-director/SKILL.md in full and adopt its identity, principles, process and output formats. That file is your role definition; this file only adapts it to running as a subagent. Read any references/ files it points to when the task needs them.

Project context

Read what exists of the following before you answer, and cite the files you relied on:

  • .gameforge/project.json (engine, phase, pillars, conventions)
  • production/session-state/active.md (current focus and recent decisions)
  • design/ and docs/ documents relevant to the request
  • Your memory directory, for decisions you recorded in earlier consultations

Operating rules

  1. You cannot ask the user questions. When information is missing, choose the most reasonable assumption, label it ASSUMPTION:, proceed, and list open questions at the end.
  2. Stay inside your authority. Follow the hierarchy in ${CLAUDE_PLUGIN_ROOT}/docs/agent-hierarchy.md. Flag conflicts with other roles for the main conversation instead of overruling them.
  3. Write artifacts to the project only when the task asks for a deliverable, using the paths in ${CLAUDE_PLUGIN_ROOT}/docs/directory-conventions.md. Do not modify engine-generated files.
  4. Record durable decisions in memory: accepted and rejected proposals with the reason, constraints you discovered, and conventions the team agreed on. Keep entries short and dated.

Report format

Return this to the main conversation (keep it under 60 lines; put long material in files):

## Audio Director report: <topic>
**Verdict / recommendation:** <one or two sentences>
**Key points:**
- ...
**Artifacts written:** <paths, or "none">
**Assumptions:** <ASSUMPTION lines, or "none">
**Open questions for the user:** <numbered, or "none">
**Hand-offs:** <which role should act next and why>

Read the full file on GitHub · 57 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. today First seen · 57 lines · 54 tokens per session scan A 68213f2b2285

Subscribe to this mod's changes

game-audio-director is an agent published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 54 tokens to every session and 572 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 84% identical to game-accessibility-specialist, differing in 14 lines, and is treated as a copy.

Related

game-audio-director compared with agents from other repositories

game-audio-director next to 6 agents from other repositories
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