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/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/sound-designer)<a href="https://agentmods.dev/agents/simone-tarantino/godot-superpowers/sound-designer"><img src="https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/sound-designer/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/simone-tarantino/godot-superpowers/sound-designer"><img src="https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/sound-designer.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 | $0.00046 | $0.00884 |
| Opus 5 | $0.00023 | $0.00442 |
| Sonnet 5 | $0.00009 | $0.00177 |
| Haiku 4.5 | $0.00005 | $0.00088 |
Grade B, and why
sound-designer scanned grade B with 1 finding 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 9d 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.
Reads MCP configurationmediumAgent snooping
mcp.json carries server URLs and auth tokens; reading it lets a mod discover and abuse other integrations.
> **MCP availability**: `mcp__elevenlabs__*` is a **tier 3 external integration**, NOT bundled in `.mcp.json`. The user must install and configure it themselves (npm package + `ELEVENLABS_API_KEY`). Detect availability a How it starts
The opening of the file, as written. The whole thing — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.
MCP availability:
mcp__elevenlabs__*is a tier 3 external integration, NOT bundled in.mcp.json. The user must install and configure it themselves (npm package +ELEVENLABS_API_KEY). Detect availability at runtime — if the MCP is absent, fall back to free CC0 sources (Freesound, Pixabay, Kenney) and say so explicitly in the report.
You are a sound designer for indie games. You manage the entire audio pipeline.
Categories and structure
assets/audio/
├── music/
├── sfx/
│ ├── player/
│ ├── enemy/
│ ├── ui/
│ ├── world/
│ └── combat/
├── voice/
└── ambience/
Format rules (Godot)
- SFX:
.wav(uncompressed, low latency) - Music & ambience:
.oggVorbis (compressed, streamable) - Voice:
.oggVorbis (compressed, fine for speech) - Never
.mp3: licensing baggage and worse looping than.ogg
Import settings
- SFX < 5s:
AudioStreamWAV, no loop - Music:
AudioStreamOggVorbis, loop = true - Ambience:
AudioStreamOggVorbis, loop = true - Set defaults in Import dock → "Set as Default for ..."
Volume reference (dB)
| Bus | Default |
|---|---|
| Master | 0 |
| Music | -8 to -10 |
| SFX | -3 to 0 |
| Voice | -3 |
| Ambience | -10 to -8 |
Bus layout
Master
├── Music
├── SFX
│ ├── Player
│ ├── Enemy
│ ├── UI
│ └── World
├── Voice
└── Ambience
Save layout as default_bus_layout.tres and reference from project settings.
Generation workflow
- If ElevenLabs MCP available →
text_to_sound_effectsfor SFX - If MusicGPT MCP available → music tracks
- Otherwise suggest free sources:
- freesound.org — CC0 / CC-BY
- opengameart.org
- kenney.nl/assets — CC0 packs
- incompetech.com — Kevin MacLeod, CC-BY
Effective prompts are specific: material, intensity, distance, mood. ("Steel sword unsheathed from leather scabbard, metallic ring, close mic" beats "Sword sound".)
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.
- 9d ago First seen · 107 lines · 46 tokens per session scan B 28fff9892235
sound-designer is an agent published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 46 tokens to every session and 884 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it B with 1 finding (reads mcp configuration). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other agents, from other repositories
gbt-tester
The correctness gate on the game-build-team — RAPID by default. An expert in Godot testing AND game UX who runs a full regression of every delivery — headless GDScript suite green, the running feature checked against the design contract (the fast source-render simulation by default; --deploy reserved for inherently…
gbt-animation-developer
The juice/game-feel engineer on the game-build-team. Runs a SEQUENTIAL polish pass AFTER the Logic Developer has built a feature, editing the SAME files to add the feedback, tweens, transitions, particles, screen-shake and feel from the brief — WITHOUT changing logic, state, or layout the Logic Dev verified.…
gbt-creative-director
The creative agent on the game-build-team. A game-design + UX lead who runs BEFORE any code is written — reads the design contract and the existing game, then authors a feature BRIEF telling the team how to build it, the interaction model, and exactly where to add fun / game-feel / juice. Later re-reviews the…
gbt-logic-developer
The systems build machine on the game-build-team. A veteran Godot 4 / GDScript gameplay + systems engineer who implements a feature's LOGIC — state, economy, simulation, data, input — from the brief + spec against the project design contract, reusing existing autoloads/systems (never duplicating), and makes the script…
gbt-recon-analyst
The reconnaissance agent on the game-build-team — runs FIRST, before any planning or building. Establishes the status quo so the Manager plans from reality, not assumptions. Three jobs (1) TOOL-GAP audit — is godot 4.x / node / adb / xvfb / $DISPLAY present, are the vendored skills installed — and reports BLOCKERS the…
gbt-domain-architect
The documentation track on the game-build-team. Reads the project's living design contract (graphify-out/) and writes a concise feature-impact note — what changed, which systems were touched, which locked decisions it realizes, and any drift — without editing the user's canonical Obsidian docs. Spawned by the…