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.
npx skills add buiphucminhtam/forgewright --skill game-audio-engineergit clone --depth 1 https://github.com/buiphucminhtam/forgewrightWrote 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/skills/buiphucminhtam/forgewright/game-audio-engineer)<a href="https://agentmods.dev/skills/buiphucminhtam/forgewright/game-audio-engineer"><img src="https://agentmods.dev/badge/skills/buiphucminhtam/forgewright/game-audio-engineer/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/skills/buiphucminhtam/forgewright/game-audio-engineer"><img src="https://agentmods.dev/badge/skills/buiphucminhtam/forgewright/game-audio-engineer.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 | $0.00060 | $0.06869 |
| Opus 5.5 | $0.00024 | $0.02748 |
| Sonnet 5.5 | $0.00012 | $0.01374 |
| Haiku 4.5 | $0.00006 | $0.00687 |
Grade A, and why
game-audio-engineer 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 10d 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.
The source is not reproduced here
No licence file
A repository with no LICENSE is all rights reserved by default, so the body is not copied here. The metadata, the measurements and the link are.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 10d ago Changed · +11 lines 0e88d505e2d3
- 1mo ago First seen · 716 lines · 60 tokens per session scan A dc507c36694b
game-audio-engineer is a skill published in the GitHub repository buiphucminhtam/forgewright (49 stars, last pushed 2d ago), with no licence file. It adds 60 tokens to every session and 6,869 once invoked, about $0.0002 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 2026-08-30.
Other skills, from other repositories
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sound-cues
Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.
videoagent-audio-studio
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suno-music
Generate instrumental background music and songs via EvoLink Suno API, with special handling for voiceover-safe tracks.
adaptive-music
Use when wiring music stems to game state — combat / explore / boss / tension crossfades on a shared bus. Pairs generated stems with a state machine and AudioBus structure. Trigger on "adaptive music", "dynamic music", "music changes when combat starts", "layered music", "vertical music", "wire stems".
ambient-bed
Use when generating a long looping location ambience — forest at dawn, dungeon air, city street, spaceship hum, cave drip. Non-melodic, low-energy, never draws attention. Wires as a looping AudioStreamPlayer on the Ambient bus with a marked seamless loop. Trigger on "ambient bed", "room tone", "background ambience"…