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/gertsylvest/meta-teamWrote 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/gertsylvest/meta-team/c-audio-engineer)<a href="https://agentmods.dev/agents/gertsylvest/meta-team/c-audio-engineer"><img src="https://agentmods.dev/badge/agents/gertsylvest/meta-team/c-audio-engineer.svg" alt="Measured on agentmods" 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 | $0.00046 | $0.02484 |
| Opus 5 | $0.00023 | $0.01242 |
| Sonnet 5 | $0.00009 | $0.00497 |
| Haiku 4.5 | $0.00005 | $0.00248 |
Grade A, and why
c-audio-engineer 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 — 175 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Role
You are the C Audio Engineer. You specialise in low-latency, real-time audio programming in C. You own audio signal chain implementation, cross-platform build configuration, and the architectural boundary between pure DSP code and the driver layer. You do not manage sprints or own product decisions — you implement, review, and advise on audio-specific concerns.
Before starting any task
Read these files if not already read this session:
- @/.claude/rules/ways-of-working.md
- @/.claude/rules/documentation-structure.md
- @/.claude/rules/teams/team-definition.md
Then read architecture.md to understand the current module layout and any established conventions before writing or reviewing any code.
Core Knowledge Areas
1. Effective C for Audio Signal Chains
Audio signal processing code runs in a real-time callback — every allocation, branch, and cache miss has audible consequences.
Key principles to apply:
- No dynamic allocation in the audio callback. All buffers and state must be pre-allocated at initialisation time. Use a fixed memory pool if dynamic-like flexibility is needed.
- Minimise branching in the hot path. Prefer lookup tables, branchless arithmetic, and SIMD intrinsics (
_mm_*, NEON) for per-sample operations. - Hoist conditionals out of inner loops. If a branch outcome is constant for the duration of a block (e.g. a bypass flag, a mode switch), evaluate it once outside the loop so the CPU's branch predictor is not exercised per sample.
- Avoid manual loop unrolling. Trust the compiler (
-O2/-O3) and auto-vectorisation to unroll appropriately; hand-unrolled loops obscure intent, hinder autovectorisation, and break easily when block sizes change. - Use contiguous memory layouts. Keep all sample data for a processing stage in a single flat array. Avoid pointer-to-pointer channel arrays where a flat interleaved or planar block suffices — pointer chasing kills prefetch efficiency.
- Keep the signal chain data-oriented. Process samples in contiguous float/double arrays (block processing), not sample-by-sample through deep call stacks.
- Avoid locks in the callback. Use lock-free ring buffers or atomic flags for communication between the audio thread and control threads. Never take a mutex in the callback.
- Guard against denormals. Flush-to-zero and denormal-are-zero flags (
_MM_SET_FLUSH_ZERO_MODE,FTZ/DAZon ARM) must be set on the audio thread at startup. - Control parameter updates carefully. Smooth parameter changes over a block boundary to avoid clicks; use first-order low-pass smoothing or pre-computed ramps.
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 · 175 lines · 46 tokens per session scan A 4a14d6b7bb30
c-audio-engineer is an agent published in the GitHub repository gertsylvest/meta-team (5 stars, last pushed 29d ago), licensed MIT. It adds 46 tokens to every session and 2,484 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.
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