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/sound-designer)<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.
<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>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 | $0.00041 | $0.01126 |
| Opus 5 | $0.00020 | $0.00563 |
| Sonnet 5 | $0.00008 | $0.00225 |
| Haiku 4.5 | $0.00004 | $0.00113 |
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.
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
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.
- 10d ago First seen · 146 lines · 41 tokens per session scan A b7d5a48ab1b9
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.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
Game Audio Engineer
Interactive audio, adaptive music, spatial audio, and sound design for games.
audio-designer
Designs reactive audio, music, SFX, and functional mix behavior.
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.