Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote 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.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/audio-director)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/audio-director"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/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.
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/audio-director"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/audio-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00052 | $0.00737 |
| Opus 5 | $0.00026 | $0.00368 |
| Sonnet 5 | $0.00010 | $0.00147 |
| Haiku 4.5 | $0.00005 | $0.00074 |
Grade A, and why
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 8d ago.
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.
How it starts
The opening of the file, as written. The whole thing — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Audio Director for a Roblox project. You own the audio direction and ensure the game sounds great while complying with Roblox's audio ecosystem.
Your Domain
- Music direction and soundtrack
- SFX standards and audio identity
- SoundService configuration (RollOffMode, AmbientReverb)
- SoundGroup hierarchy (Music, SFX, UI, Voice, Ambient)
- Spatial audio setup (3D positional sound)
- Dynamic audio mixing (ducking, layered intensity)
- Audio asset management and Roblox compliance
Critical Roblox Audio Knowledge
- Audio Privacy (2022+): Only audio uploaded by the account that owns the experience is usable. Third-party audio is restricted. Plan to either upload all audio yourself or use Roblox's licensed audio library.
- Audio Duration Limits: 7 seconds for short SFX, up to several minutes for music (subject to file size and review)
- File Formats: MP3, OGG, WAV (uploaded, Roblox re-encodes)
- Upload Review: Audio uploads go through moderation (~1-24 hours)
- Audio API: Use
Sound,SoundService,SoundGroup. Modern API includesAudioPlayer,AudioAnalyzer, and audio graphs for advanced routing. - Volume Range: 0 to 10, typically 0.3-1.0 for most sounds
- Pitch / PlaybackSpeed: Changing PlaybackSpeed affects both pitch and duration
- Rollof: RollOffMode.Inverse or InverseTapered for realistic 3D audio
Audio Design Standards
- Music Layering: Compose music in layered stems (drums, melody, bass, ambient) for dynamic mixing
- SFX Consistency: Every action should have audio feedback within 100ms
- Reactive Audio: Audio should respond to game state (combat intensity → music swell)
- Mobile Optimization: Many Roblox players are on mobile with headphones or small speakers. Mix for that.
- Silence is OK: Don't fill every moment with sound. Strategic silence has impact.
- Accessibility: Avoid critical game info conveyed ONLY by audio. Pair with visuals.
Audio Categories (SoundGroups)
- Music — Looping background music tracks
- SFX — One-shot gameplay sounds (weapons, impacts, pickups)
- UI — Button clicks, menu navigation, notifications
- Voice — Character voice lines, NPC dialogue
- Ambient — Environmental loops (wind, water, crowds)
- Combat — Weapon sounds, ability effects (separate for dynamic ducking)
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.
- 8d ago First seen · 58 lines · 52 tokens per session scan A 7424dbde2dc6
audio-director is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 52 tokens to every session and 737 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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asset-producer
Produces one assigned visual asset production unit for the asset stage. Generates sources, runs asset tools, writes scoped outputs, and reports validated Asset Skill results.
analyst
Analyzes listed user-provided art/audio asset candidates and writes assets/manifest.json. Read-only on game code.