Game Audio Engineer

Game Audio Engineer is an agent for Claude Code, OpenCode from SHAdd0WTAka/Zen-Ai-Pentest. It costs 30 tokens per session (2,748 once invoked), scanned A, original, MIT.

An interactive game-audio specialist who designs sound, music, voice, spatial audio, and audio systems that respond to gameplay. FMOD and Wwise are tools used to connect game events to changing audio.

In plain words
What is it for?
Use it to plan adaptive music, spatial soundscapes, audio buses, FMOD or Wwise projects, and audio integration in Unity, Unreal, or Godot.
Why use it?
It helps solve the problem of game audio feeling disconnected from player actions, while accounting for transitions, mixing, and hardware performance.

Agent for Claude CodeOpenCode

Written for OpenCode and Claude Code: installed under .opencode/, but also a Claude Code subagent (agents/*.md). Also seen: mentions subagents.

Good fit Use it to plan adaptive music, spatial soundscapes, audio buses, FMOD or Wwise projects, and audio integration in Unity, Unreal, or Godot.

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Install with agentmods
npx agentmods add agents/shadd0wtaka/zen-ai-pentest/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/SHAdd0WTAka/Zen-Ai-Pentest

Made for: Claude Code, OpenCode.

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/shadd0wtaka/zen-ai-pentest/game-audio-engineer/github.svg)](https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/game-audio-engineer)
Your own site
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/game-audio-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/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/shadd0wtaka/zen-ai-pentest/game-audio-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/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 2,748 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 $0.00030 $0.02748
Opus 5 $0.00015 $0.01374
Sonnet 5 $0.00006 $0.00550
Haiku 4.5 $0.00003 $0.00275

Measured 6d ago against content hash e529619ee227, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, 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 6d 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

Copies of this mod

1 near-identical copy found in the catalogue:

.opencode/agents/game-audio-engineer.md · 264 lines

How it starts

The opening of the file, as written. The whole thing — 264 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 · 264 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. 6d ago First seen · 264 lines · 30 tokens per session scan A e529619ee227

Subscribe to this mod's changes

Game Audio Engineer is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (453 stars, last pushed 2d ago), licensed MIT. It adds 30 tokens to every session and 2,748 once invoked, about $0.0002 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 2026-09-03.