game-audio

game-audio is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 12 tokens per session (777 once invoked), scanned A, a copy of game-audio, MIT.

A command for designing, implementing, mixing, and optimizing game audio. It covers audio buses, 3D sound, changing music, sound pooling, and FMOD or Wwise integration.

In plain words
What is it for?
Use it to design a mixer or music state machine, generate audio code, add spatial sound or occlusion, pool sound effects, tune levels, or integrate FMOD and Wwise.
Why use it?
It helps solve practical audio problems such as inconsistent levels, too many simultaneous sounds, or music that does not respond to gameplay. It also gives structure to routing effects, voice, music, and sound effects.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the audio-systems plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to design a mixer or music state machine, generate audio code, add spatial sound or occlusion, pool sound effects, tune levels, or integrate FMOD and Wwise.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/game-audio
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/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install audio-systems, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-audio/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-audio)
Your own site
<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.

agentmods 80×15 button for game-audio

Your own site · 80×15
<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>
Per session 12 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 777 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 100% copy Near-identical to another mod 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 $0.00012 $0.00777
Opus 5.5 $0.00005 $0.00311
Sonnet 5.5 $0.00002 $0.00155
Haiku 4.5 $0.00001 $0.00078

Measured 15d ago against content hash 5115835b9121, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

Origin

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.

plugins/audio-systems/commands/game-audio.md · 100 lines

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.

Read the full file on GitHub · 100 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. 15d ago First seen · 100 lines · 12 tokens per session scan A 5115835b9121

Subscribe to this mod's changes

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.

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