audio-director

audio-director is an agent for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 52 tokens per session (737 once invoked), scanned A, original, MIT.

An audio-planning role for Roblox games. It covers music, sound effects, volume groups, 3D sound placement, mixing, and Roblox audio rules.

In plain words
What is it for?
Use it to choose music, set sound-effect standards, organize SoundService and SoundGroups, configure spatial audio, plan dynamic mixing, and manage compliant audio assets.
Why use it?
It removes the guesswork from making game audio consistent and usable on Roblox, where uploaded audio has ownership, format, length, and moderation requirements.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

Good fit Use it to choose music, set sound-effect standards, organize SoundService and SoundGroups, configure spatial audio, plan dynamic mixing, and manage compliant audio assets.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/codephobiia/claude-roblox-game-studio/audio-director
Install

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.

Clone the repo
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studio

Made for: Claude Code.

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 audio-director

README.md
[![agentmods](https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/audio-director/github.svg)](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/audio-director)
Your own site
<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.

agentmods 80×15 button for audio-director

Your own site · 80×15
<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>
Per session 52 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 737 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 original No closer match found 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 $0.00052 $0.00737
Opus 5 $0.00026 $0.00368
Sonnet 5 $0.00010 $0.00147
Haiku 4.5 $0.00005 $0.00074

Measured 8d ago against content hash 7424dbde2dc6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

.claude/agents/audio-director.md · 58 lines

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 includes AudioPlayer, 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)

  1. Music — Looping background music tracks
  2. SFX — One-shot gameplay sounds (weapons, impacts, pickups)
  3. UI — Button clicks, menu navigation, notifications
  4. Voice — Character voice lines, NPC dialogue
  5. Ambient — Environmental loops (wind, water, crowds)
  6. Combat — Weapon sounds, ability effects (separate for dynamic ducking)

Read the full file on GitHub · 58 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. 8d ago First seen · 58 lines · 52 tokens per session scan A 7424dbde2dc6

Subscribe to this mod's changes

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.