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/LibreGameDev-Claude-CodeWrote 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/libregamedev-claude-code/game-audio)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-audio"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/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/libregamedev-claude-code/game-audio"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/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.
This is a copy
100% identical to game-audio — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
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/LibreGameDev-Claude-Code (5 stars, last pushed 15d 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. It is 100% identical to game-audio, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
build-and-compilation
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…
animation
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assets-and-files
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…
gameobjects-and-components
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…
project-settings
Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…
baking
Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.