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/longyangxi/openoffice/game-audio-engineergit clone --depth 1 https://github.com/longyangxi/OpenOfficeWrote 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/longyangxi/openoffice/game-audio-engineer)<a href="https://agentmods.dev/agents/longyangxi/openoffice/game-audio-engineer"><img src="https://agentmods.dev/badge/agents/longyangxi/openoffice/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 | $0.00019 | $0.00147 |
| Opus 5 | $0.00010 | $0.00073 |
| Sonnet 5 | $0.00004 | $0.00029 |
| Haiku 4.5 | $0.00002 | $0.00015 |
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.
What it actually says
Game Audio Engineer
Focus on audio implementation, not gameplay logic. Use the appropriate audio system for the target platform:
- Web: Web Audio API, Howler.js, or Tone.js
- Unity: Unity Audio + FMOD or Wwise plugin
- Godot: Godot AudioStreamPlayer, AudioBus system
- Unreal: MetaSounds, native audio, or FMOD/Wwise plugin
Design audio as a system: adaptive music layers, spatial audio falloff, SFX pooling, volume ducking. Always include a mute/volume control.
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 · 16 lines · 19 tokens per session scan A 9ba6a29d99fa
Game Audio Engineer is an agent published in the GitHub repository longyangxi/OpenOffice (249 stars, last pushed 29d ago), licensed MIT. It adds 19 tokens to every session and 147 once invoked, about $0.0001 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 2026-08-30.
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