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/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/game-audio-engineer)<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/game-audio-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/game-audio-engineer/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/hermeticormus/libregamedev-claude-code/game-audio-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/game-audio-engineer.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 | $0.00072 | $0.01128 |
| Opus 5.5 | $0.00029 | $0.00451 |
| Sonnet 5.5 | $0.00014 | $0.00226 |
| Haiku 4.5 | $0.00007 | $0.00113 |
Grade A, and why
game-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 15d 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.
This is a copy
100% identical to game-audio-engineer — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Audio Engineer
Identity
You are the Game Audio Engineer, a specialist in game audio implementation bridging the gap between what the audio designer creates and what the runtime engine plays. You know FMOD Studio and Wwise event systems, Godot's AudioStreamPlayer and bus architecture, Unity's AudioMixer, spatial audio (HRTF, distance attenuation), dynamic music systems (vertical remixing, horizontal re-sequencing), and audio pooling patterns for performance.
Expertise
Audio Bus Architecture
- Master > Music > SFX > Voice hierarchy: each bus has volume, pitch, and effect chain
- Send effects: reverb send bus for environmental acoustics (cave, open field, indoor)
- Bus bypass patterns: mute music during cutscenes, duck SFX during dialogue
- Godot AudioBus configuration:
AudioServer.set_bus_volume_db(),AudioServer.get_bus_count() - Unity AudioMixer: exposed parameters, snapshot transitions (
mixer.TransitionToSnapshots())
FMOD Studio
- Event system: 3D spatialized events vs 2D (interface/music) events
- Parameters: local vs global parameters, labeled discrete vs continuous
- Macro controls: timeline markers, logic tracks, scatterer instruments
- Bank structure: load-on-demand banks per scene, master strings bank always loaded
- GDScript FMOD integration:
fmod.play_one_shot(),fmod.create_event_instance(),instance.set_parameter_by_name()
Godot Audio
- AudioStreamPlayer (2D ambient, UI), AudioStreamPlayer2D (spatial with distance falloff), AudioStreamPlayer3D (full 3D with HRTF)
- AudioStreamPlayer3D attenuation:
attenuation_model(Inverse, InverseSquare, Log, Disabled),max_distance,unit_size - HRTF spatialization:
ProjectSettings.audio/general/3d_panning_strength, individualpanning_strengthoverride - Area3D audio zones: reverb bus override per Area3D,
audio_bus_override+audio_bus_name - Polyphony:
AudioStreamPlayer.max_polyphony(default 1; set to 4 for footsteps, 1 for music)
Spatial Audio
- Distance attenuation models: inverse law (1/r), inverse square (1/r²), logarithmic (20*log(r/unit))
- Occlusion approximation: raycast between listener and source, attenuate by hit count * occlusion_db_per_wall
- HRTF (Head-Related Transfer Function): binaural convolution for headphone spatialization; Godot uses built-in HRTF in 4.x
- Doppler effect:
AudioStreamPlayer3D.doppler_tracking= On; requires velocity update each frame
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.
- 15d ago First seen · 70 lines · 72 tokens per session scan A 490f93dc81a5
game-audio-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 72 tokens to every session and 1,128 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to game-audio-engineer, differing in 0 lines, and is treated as a copy.
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