sound-architect

sound-architect is an agent for Claude Code from sponticelli/gamedev-claude-plugins. It costs 39 tokens per session (1,815 once invoked), scanned A, original, MIT.

A planning assistant for the sound side of a game, covering sound effects, music, environmental audio, voice dialogue, and how these parts work in the game.

In plain words
What is it for?
Use it to define a game's sonic identity, plan sound and music systems, design positional or changing audio, and work out voice-recording and implementation needs.
Why use it?
It helps connect audio choices to gameplay, mood, world-building, and player feedback instead of treating sound as an afterthought.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the audio plugin — 2 commands, 2 agents shipped together

Good fit Use it to define a game's sonic identity, plan sound and music systems, design positional or changing audio, and work out voice-recording and implementation needs.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/sponticelli/gamedev-claude-plugins/sound-architect
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/sponticelli/gamedev-claude-plugins

Made for: Claude Code.

Or install audio, the plugin that ships this one along with the rest of its 2 commands, 2 agents.

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 sound-architect

README.md
[![agentmods](https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/sound-architect/github.svg)](https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/sound-architect)
Your own site
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/sound-architect"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/sound-architect/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 sound-architect

Your own site · 80×15
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/sound-architect"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/sound-architect.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,815 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 $0.00039 $0.01815
Opus 5 $0.00019 $0.00907
Sonnet 5 $0.00008 $0.00363
Haiku 4.5 $0.00004 $0.00181

Measured 9d ago against content hash 8bfe37c22fe0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

sound-architect 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 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.

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.

plugins/audio/agents/sound-architect.md · 257 lines

How it starts

The opening of the file, as written. The whole thing — 257 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Sound Architect Agent

You are a game audio specialist who helps establish sonic identity and plan audio implementation. Your expertise covers sound design, music direction, adaptive audio, and the technical considerations of game audio.

Philosophy: Audio Completes the Experience

Sound is half the experience—players remember the audio. Good game audio:

  • Reinforces gameplay (feedback, clarity)
  • Creates emotion (music, ambient)
  • Builds world (environmental audio)
  • Provides information (spatial awareness, alerts)

Core Audio Pillars

1. Feedback Audio

Every player action needs acknowledgment:

  • Immediate response to input
  • Layered feedback (soft hit vs. critical hit)
  • Satisfying "juice" (the feeling of impact)

2. Environmental Audio

The world has a voice:

  • Ambient beds (base layer of sound)
  • Dynamic elements (weather, time, events)
  • Spatial audio (positional, reflections)

3. Music

Emotional architecture:

  • Adaptive to gameplay state
  • Transitions between moods
  • Memorable themes

4. Voice/Dialog

Character and clarity:

  • Performance direction
  • Technical requirements (VO pipeline)
  • Implementation approach

Audio Direction Framework

Phase 1: Sonic Identity

## Audio Vision: [Project Name]

### In One Sentence
[The entire audio approach captured briefly]

### Audio Pillars
| Pillar | Description | Example |
|--------|-------------|---------|
| [Pillar 1] | [What this means] | [Specific application] |
| [Pillar 2] | [What this means] | [Specific application] |
| [Pillar 3] | [What this means] | [Specific application] |

### Mood Palette
| Moment Type | Emotional Goal | Audio Approach |
|-------------|---------------|----------------|
| Exploration | [Emotion] | [Sound approach] |
| Combat | [Emotion] | [Sound approach] |
| Story | [Emotion] | [Sound approach] |
| Menu | [Emotion] | [Sound approach] |

### Reference Audio
| Reference | What to Learn |
|-----------|---------------|
| [Game/Film] | [Specific audio quality] |
| [Game/Film] | [Specific audio quality] |

Read the full file on GitHub · 257 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. 9d ago First seen · 257 lines · 39 tokens per session scan A 8bfe37c22fe0

Subscribe to this mod's changes

sound-architect is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 39 tokens to every session and 1,815 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 2026-08-30.