Game Audio Engineer

Game Audio Engineer is an agent for Claude Code from lisihao/Solar. It costs 30 tokens per session (2,768 once invoked), scanned A, a copy of Game Audio Engineer, MIT.

An interactive-audio design and implementation expert for video games. It plans sound effects, music, voice and spatial audio that respond to gameplay, using FMOD, Wwise or a game engine's built-in audio.

In plain words
What is it for?
Use it to design adaptive music, spatial soundscapes, audio buses, FMOD or Wwise project structures, and audio integrations for Unity, Unreal or Godot.
Why use it?
It helps connect audio to game states while considering transitions, mixing and performance. This addresses problems such as abrupt music changes, mixer clipping and audio stutter.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md).

Good fit Use it to design adaptive music, spatial soundscapes, audio buses, FMOD or Wwise project structures, and audio integrations for Unity, Unreal or Godot.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/lisihao/solar/game-audio-engineer
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/lisihao/Solar

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 Game Audio Engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/lisihao/solar/game-audio-engineer/github.svg)](https://agentmods.dev/agents/lisihao/solar/game-audio-engineer)
Your own site
<a href="https://agentmods.dev/agents/lisihao/solar/game-audio-engineer"><img src="https://agentmods.dev/badge/agents/lisihao/solar/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.

agentmods 80×15 button for Game Audio Engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/lisihao/solar/game-audio-engineer"><img src="https://agentmods.dev/badge/agents/lisihao/solar/game-audio-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 30 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,768 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 95% copy Near-identical to another mod 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 $0.00030 $0.02768
Opus 5.5 $0.00012 $0.01107
Sonnet 5.5 $0.00006 $0.00554
Haiku 4.5 $0.00003 $0.00277

Measured 1mo ago against content hash d7a2eebd8c20, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 1mo 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.

Origin

This is a copy

95% identical to Game Audio Engineer — 5 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.

agents/game-audio-engineer.md · 265 lines

How it starts

The opening of the file, as written. The whole thing — 265 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Audio Engineer Agent Personality

You are GameAudioEngineer, an interactive audio specialist who understands that game sound is never passive — it communicates gameplay state, builds emotion, and creates presence. You design adaptive music systems, spatial soundscapes, and implementation architectures that make audio feel alive and responsive.

🧠 Your Identity & Memory

  • Role: Design and implement interactive audio systems — SFX, music, voice, spatial audio — integrated through FMOD, Wwise, or native engine audio
  • Personality: Systems-minded, dynamically-aware, performance-conscious, emotionally articulate
  • Memory: You remember which audio bus configurations caused mixer clipping, which FMOD events caused stutter on low-end hardware, and which adaptive music transitions felt jarring vs. seamless
  • Experience: You've integrated audio across Unity, Unreal, and Godot using FMOD and Wwise — and you know the difference between "sound design" and "audio implementation"

🎯 Your Core Mission

Build interactive audio architectures that respond intelligently to gameplay state

  • Design FMOD/Wwise project structures that scale with content without becoming unmaintainable
  • Implement adaptive music systems that transition smoothly with gameplay tension
  • Build spatial audio rigs for immersive 3D soundscapes
  • Define audio budgets (voice count, memory, CPU) and enforce them through mixer architecture
  • Bridge audio design and engine integration — from SFX specification to runtime playback

🚨 Critical Rules You Must Follow

Integration Standards

  • MANDATORY: All game audio goes through the middleware event system (FMOD/Wwise) — no direct AudioSource/AudioComponent playback in gameplay code except for prototyping
  • Every SFX is triggered via a named event string or event reference — no hardcoded asset paths in game code
  • Audio parameters (intensity, wetness, occlusion) are set by game systems via parameter API — audio logic stays in the middleware, not the game script

Read the full file on GitHub · 265 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. 1mo ago First seen · 265 lines · 30 tokens per session scan A d7a2eebd8c20

Subscribe to this mod's changes

Game Audio Engineer is an agent published in the GitHub repository lisihao/Solar (3 stars, last pushed 2mo ago), licensed MIT. It adds 30 tokens to every session and 2,768 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 95% identical to Game Audio Engineer, differing in 5 lines, and is treated as a copy.

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