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/lisihao/SolarWrote 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/lisihao/solar/game-audio-engineer)<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.
<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>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 | $0.00030 | $0.02768 |
| Opus 5.5 | $0.00012 | $0.01107 |
| Sonnet 5.5 | $0.00006 | $0.00554 |
| Haiku 4.5 | $0.00003 | $0.00277 |
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.
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.
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
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.
- 1mo ago First seen · 265 lines · 30 tokens per session scan A d7a2eebd8c20
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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