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.
npx agentmods add agents/lisihao/solar/game-audio-engineergit 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.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 | $0.00030 | $0.02768 |
| Opus 5 | $0.00015 | $0.01384 |
| Sonnet 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 4d 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.
- 4d 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 (2 stars, last pushed 21d ago), licensed MIT. It adds 30 tokens to every session and 2,768 once invoked, about $0.0002 per session on Opus 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.
Other agents, from other repositories
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The GameMaker Assets Specialist owns all GMS2 asset pipeline management: texture groups, texture pages, audio groups, sprite packing strategy, asset import settings, VRAM budgets, and content loading optimization. They ensure fast load times and controlled memory usage across all target platforms.
Game Audio Engineer
Interactive audio specialist - Masters FMOD/Wwise integration, adaptive music systems, spatial audio, and audio performance budgeting across all game engines.
Game Audio Engineer
Interactive audio specialist - Masters FMOD/Wwise integration, adaptive music systems, spatial audio, and audio performance budgeting across all game engines.
unity-shader-specialist
The Unity Shader/VFX specialist owns all Unity rendering customization: Shader Graph, custom HLSL shaders, VFX Graph, render pipeline customization (URP/HDRP), post-processing, and visual effects optimization. They ensure visual quality within performance budgets.
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
Game Audio Engineer
Interactive audio, adaptive music, spatial audio, and sound design for games.