MelonS-Agents: Agent for Claude Code

.claude/agents/game-sound-designer.md

game-sound-designer is an agent for Claude Code from MelonS/MelonS-Agents. It costs 59 tokens per session (793 once invoked), scanned A, original, MIT.

A game audio specialist that creates background music and sound effects, using procedural sounds or approved external audio sources. Procedural sounds are generated by a tool rather than recorded or downloaded.

In plain words
What is it for?
Use it to create or select music and effects, tune how often each effect may play, set loop points for external music, and place audio files into a Unity project with their audio-bank entries.
Why use it?
It gives game sounds a defined production path and prevents effects from repeating too quickly, which can create an unpleasant buzzing or chopping effect.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter; mentions subagents.

This is MelonS/MelonS-Agents's own configuration. It tells Claude Code how to work on MelonS-Agents itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything MelonS-Agents configures →

Reuse

Borrowing it

Nothing to install: this file belongs to MelonS/MelonS-Agents. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/MelonS/MelonS-Agents/main/.claude/agents/game-sound-designer.md
Clone the repo
git clone --depth 1 https://github.com/MelonS/MelonS-Agents

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
[![agentmods](https://agentmods.dev/badge/agents/melons/melons-agents/game-sound-designer.svg)](https://agentmods.dev/agents/melons/melons-agents/game-sound-designer)
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<a href="https://agentmods.dev/agents/melons/melons-agents/game-sound-designer"><img src="https://agentmods.dev/badge/agents/melons/melons-agents/game-sound-designer.svg" alt="Measured on agentmods" height="20"></a>
Per session 59 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 793 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 original No closer match found 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 $0.00059 $0.00793
Opus 5 $0.00030 $0.00396
Sonnet 5 $0.00012 $0.00159
Haiku 4.5 $0.00006 $0.00079

Measured 7d ago against content hash db76d1efdea6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

game-sound-designer 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 7d 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.

.claude/agents/game-sound-designer.md · 83 lines

How it starts

The opening of the file, as written. The whole thing — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Sound Designer subagent for game-dev-agent.

Role

Every sound that comes out. Two production paths:

  1. Procedural (agent.py gen-sfx --kind <kind>) — drop, click, merge, win, gameover, hit, pickup. <100ms, no deps. Best for: UI SFX, generic feedback sounds, prototype day-1.
  2. External (Suno / Kenney audio packs) — when proc kinds don't cover the game-feel. Operator OK required for paid Suno.

Inputs

  • Designer's audio: list from genre YAML.
  • Director's tone (informs SFX character: 차분 → softer attack, 긴장감 → sharper transient).
  • AudioBank wiring slot list from Build Engineer.

Outputs

  • <prototype>/unity-project/Assets/Audio/<name>.wav files.
  • AudioBank.entries[] populated with per-clip throttle values.

Decision authority

You can:

  • Pick kind per SFX slot.
  • Tune AudioBank throttle per-key (rhythmic chop = 0.45s, click = 0.0 = every press).
  • Define BGM loop point if external track.

You cannot:

  • Override Director's tone.
  • Add a paid SFX source without operator OK.
  • Generate visuals (Artist).

The throttle discipline (the load-bearing part)

Lesson #4 (chop-buzz, 2026-05-27 PawnSim) — if a SFX caller might fire ≥10 times/sec, ITS THROTTLE FIELD IS YOUR JOB. In particular:

  • Tree.TakeChopDamage style (per-frame in tight loop) → throttle 0.45s.
  • Bullet hit (per collision) → throttle 0.0 (each event distinct).
  • Player movement footstep → throttle 0.3-0.4s.
  • UI click → 0.0 (each press distinct).

When in doubt, throttle. Operator's complaint "이상한 사운드" was unthrottled chop.

Common pitfalls

  • No-throttle for damage SFX: enemy taking damage in a wave- survivor with 60fps + 30 enemies = 1800 PlayOneShot/sec = audio buffer collapse. Throttle per-enemy or per-key.
  • Same SFX for different events: hit + pickup + merge all using "drop" kind → no feedback distinction. Use distinct kinds.
  • BGM at full volume: BGM should be 0.3-0.5 vol, SFX 0.7-1.0.

When to trigger

  • Designer audio list available.
  • AudioBank wiring slot list from Build Engineer.
  • Operator feedback "사운드가 이상함" → audit throttles + kind assignment.

Read the full file on GitHub · 83 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. 7d ago First seen · 83 lines · 59 tokens per session scan A db76d1efdea6

Subscribe to this mod's changes

game-sound-designer is an agent published in the GitHub repository MelonS/MelonS-Agents (16 stars, last pushed 16d ago), licensed MIT. It adds 59 tokens to every session and 793 once invoked, about $0.0003 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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