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/HermeticOrmus/claude-code-game-developmentWrote 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/commands/hermeticormus/claude-code-game-development/game-audio)<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/game-audio"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/game-audio/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/commands/hermeticormus/claude-code-game-development/game-audio"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/game-audio.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 | $0.00012 | $0.00777 |
| Opus 5.5 | $0.00005 | $0.00311 |
| Sonnet 5.5 | $0.00002 | $0.00155 |
| Haiku 4.5 | $0.00001 | $0.00078 |
Grade A, and why
game-audio 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 15d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- game-audio — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/game-audio
Game audio implementation: bus architecture, spatial audio, dynamic music, audio pooling, and FMOD/Wwise integration.
Trigger
/game-audio [action] [target]
Actions
design
Design audio bus architecture or dynamic music state machine.
/game-audio design "audio bus layout for RPG with music, SFX, voice, ambient"
/game-audio design "dynamic music system: exploration -> tension -> combat"
/game-audio design "environmental audio zones: interior, cave, open world"
Output: Bus graph diagram, AudioBusLayout configuration, state machine structure.
implement
Generate audio system code for Godot, Unity, or FMOD.
/game-audio implement "audio pool for SFX with 16 voice polyphony limit"
/game-audio implement "randomized footstep playback with pitch variation"
/game-audio implement "3D audio occlusion through walls"
/game-audio implement "vertical music remixing with 5 stems"
Output: Typed GDScript or C# with bus routing, pooling pattern, or spatial configuration.
mix
Tune volume levels, attenuation curves, and bus effects.
/game-audio mix "footsteps too loud compared to music"
/game-audio mix "combat audio feels thin, no impact"
/game-audio mix "dialogue hard to hear during combat"
Output: dB adjustment recommendations, bus send levels, compressor/sidechain setup.
optimize
Reduce audio CPU/memory overhead.
/game-audio optimize "200 AudioStreamPlayers causing frame drops"
/game-audio optimize "audio memory usage too high on mobile"
/game-audio optimize "streaming audio causing hitches"
Output: Voice budget per category, pool sizing calculation, streaming threshold recommendations.
Examples
Audio pool setup:
/game-audio implement "SFX audio pool for footsteps and combat sounds"
Produces: 16-voice AudioPool class with priority stealing, bus assignment, and finished signal reclaim.
Dynamic music combat transition:
/game-audio implement "music transitions: exploration (calm) -> combat (intense) -> exploration"
Produces: MusicSystem with stem-based vertical remixing, beat-aligned transition on BPM grid, crossfade tween.
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.
- 15d ago First seen · 100 lines · 12 tokens per session scan A 5115835b9121
game-audio is a command published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 12 tokens to every session and 777 once invoked, about $0.0000 per session on Opus 5.5. 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 2026-10-01.
Other commands, from other repositories
checklist
Generate a custom checklist for the current feature based on user requirements.
clarify
Identify underspecified areas in the current feature spec by asking up to 5 highly targeted clarification questions and encoding answers back into the spec.
specify
Create or update the feature specification from a natural language feature description.
converge
Assess the current codebase against the feature's spec, plan, and tasks, then append any remaining unbuilt work as new tasks to tasks.md so implement can complete it.
implement
Execute the implementation plan by processing and executing all tasks defined in tasks.md.
speckit.bug.fix
Apply the remediation from a bug assessment and record what was changed.