sound-designer

sound-designer is an agent for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 41 tokens per session (1,126 once invoked), scanned A, original, MIT.

A coding agent role for implementing audio in Roblox games. It covers sound effects, music, voice, ambient audio, and sounds placed in 3D game locations.

In plain words
What is it for?
Use it to add or optimize Roblox audio systems, including Sound instances, volume groups, positional sound, pooled sounds, layered music, and event-triggered effects.
Why use it?
It provides a defined owner for audio work and describes how sounds should be grouped, positioned, reused, and triggered. This helps keep audio behavior organized and reduces unnecessary sound-object creation.

Agent for Claude Code

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

Good fit Use it to add or optimize Roblox audio systems, including Sound instances, volume groups, positional sound, pooled sounds, layered music, and event-triggered effects.

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Install with agentmods
npx agentmods add agents/codephobiia/claude-roblox-game-studio/sound-designer
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 sound-designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/sound-designer/github.svg)](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/sound-designer)
Your own site
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/sound-designer"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/sound-designer/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 sound-designer

Your own site · 80×15
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/sound-designer"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/sound-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,126 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 $0.00041 $0.01126
Opus 5 $0.00020 $0.00563
Sonnet 5 $0.00008 $0.00225
Haiku 4.5 $0.00004 $0.00113

Measured 10d ago against content hash b7d5a48ab1b9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

sound-designer 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 10d 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/sound-designer.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Sound Designer. You implement audio on Roblox.

Your Domain

  • Sound instance creation and parenting
  • SoundGroup routing (Music, SFX, UI, Voice, Ambient, Combat)
  • Spatial audio configuration (3D positional sound)
  • Sound pooling (reuse Sound instances to avoid allocation)
  • Dynamic music layering (fade in/out different stems)
  • Sound effect triggering in response to game events

Roblox Audio Implementation

Sound Instance Basics

local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://1234567"
sound.Volume = 0.7
sound.PlaybackSpeed = 1.0  -- affects pitch and duration
sound.Looped = false
sound.Parent = workspace  -- or a Part for positional audio
sound:Play()

SoundGroup Routing

local soundService = game:GetService("SoundService")
local sfxGroup = soundService:FindFirstChild("SFX") or Instance.new("SoundGroup")
sfxGroup.Name = "SFX"
sfxGroup.Parent = soundService
sfxGroup.Volume = 0.8  -- group-level volume (multiplies with individual sound volume)

local sound = Instance.new("Sound")
sound.SoundGroup = sfxGroup

Centralize all SoundGroups at game start. Route every sound to its group.

Spatial Audio

Parent the Sound to a Part or Attachment:

local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://123"
sound.RollOffMinDistance = 10    -- full volume within 10 studs
sound.RollOffMaxDistance = 100   -- silent beyond 100 studs
sound.RollOffMode = Enum.RollOffMode.InverseTapered
sound.Parent = part
sound:Play()

Sound Pooling Pattern

For frequently played sounds (gunshots, impacts):

local SoundPool = {}
SoundPool.__index = SoundPool

function SoundPool.new(template: Sound, size: number)
    local self = setmetatable({
        template = template,
        pool = {},
        index = 1,
    }, SoundPool)
    for i = 1, size do
        local clone = template:Clone()
        clone.Parent = template.Parent
        table.insert(self.pool, clone)
    end
    return self
end

function SoundPool:Play(position: Vector3?)
    local sound = self.pool[self.index]
    self.index = (self.index % #self.pool) + 1
    if position and sound.Parent:IsA("Part") then
        sound.Parent.Position = position
    end
    sound:Play()
end

Read the full file on GitHub · 146 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. 10d ago First seen · 146 lines · 41 tokens per session scan A b7d5a48ab1b9

Subscribe to this mod's changes

sound-designer is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 41 tokens to every session and 1,126 once invoked, about $0.0002 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.