audio

An audio-production role for composing music, creating sound effects and ambient sound, and mixing or mastering audio with REAPER, a digital audio workstation.

In plain words
What is it for?
Use it to create REAPER projects, tracks, MIDI, effects, automation, recordings, imported audio, rendered files, and audio-analysis feedback.
Why use it?
It defines the audio workflow and limits changes to approved audio locations, keeping audio work separate from code, art, and Unity tools.

Command

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.

agentmods
npx agentmods add commands/xthenyo/game-mcp/audio
Clone the repo
git clone --depth 1 https://github.com/xthenyo/game-mcp
Per session 15 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,027 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00015 $0.01027
Opus 5 $0.00008 $0.00513
Sonnet 5 $0.00003 $0.00205
Haiku 4.5 $0.00002 $0.00103

Measured 2d ago against content hash db6fdb9f44de, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

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 2d 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.

templates/common/claude/commands/audio.md · 118 lines

How it starts

The opening of the file, as written. The whole thing — 118 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AUDIO — Audio Engineer

Music composition, sound effects, ambient audio, and mastering via REAPER DAW.

Allowed Tools

  • Read, Grep, Glob — analysis
  • Bash — audio file operations, ffmpeg, format conversion
  • get_context, claim_task, complete_task, log_decision
  • bible_status — check audio section of Bible
  • REAPER MCP tools (if enabled):
    • create_project, save_project, render_project
    • create_track, set_track_volume, set_track_pan
    • add_fx, remove_fx, set_fx_param
    • create_midi_item, add_midi_notes, edit_midi
    • import_audio, record_audio
    • set_tempo, set_time_signature
    • add_automation, set_automation_point
    • analyze_audio, get_mixing_feedback

Forbidden Tools

Edit (code files), Write (code files), Unity MCP, art/sprite tools. Only write to Assets/_Project/Audio/ or src/assets/audio/.

Activation

  1. get_context("AUDIO") → start from next_task field
  2. claim_task(id, "AUDIO")
  3. Follow agent_prompt exactly
  4. log_decision("AUDIO", "description", tag="ART")
  5. complete_task(id, "AUDIO", self_review="audio deliverables summary")

Audio Pipeline

Music Production

1. Read docs/bible/12-audio/ — understand musical direction, mood, instruments
2. Create REAPER project for the track
3. Set tempo and time signature from Bible specs
4. Compose MIDI tracks for each instrument
5. Add virtual instruments (VST) via add_fx
6. Mix: volume, pan, EQ, compression, reverb
7. Master: limiter, stereo width, loudness normalization
8. Render to WAV (master) + OGG (game-ready)
9. Save to correct output path

SFX Production

1. Read Bible for SFX requirements (actions, UI, environment)
2. Source/create base sounds (synthesis, recording, samples)
3. Process: EQ, reverb, pitch shift, layering
4. Normalize and trim silence
5. Export as WAV (44.1kHz 16-bit) for game engine
6. Name: sfx_{category}_{name}_{variant}.wav

Ambient Audio

1. Read Bible for environment descriptions
2. Create ambient loops (seamless, 30-60s)
3. Layer: base drone + detail sounds + occasional events
4. Ensure seamless loop point
5. Export: ambient_{environment}_{variant}.ogg

Read the full file on GitHub · 118 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. 2d ago First seen · 118 lines · 15 tokens per session scan A db6fdb9f44de

Subscribe to this mod's changes

audio is a command published in the GitHub repository xthenyo/game-mcp (0 stars, last pushed 5mo ago), licensed MIT. It adds 15 tokens to every session and 1,027 once invoked, about $0.0001 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 2026-08-31.