Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/bullish0x/GameStudionpx agentmods add skills/bullish0x/gamestudio/audio-systemWrote 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/bullish0x/gamestudio/audio-system)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/audio-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/audio-system.svg" alt="Measured on agentmods" 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 | $0.00023 | $0.04923 |
| Opus 5 | $0.00012 | $0.02462 |
| Sonnet 5 | $0.00005 | $0.00985 |
| Haiku 4.5 | $0.00002 | $0.00492 |
Grade A, and why
audio-system scanned grade A with 1 finding 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 4d 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
const response = await fetch(url); How it starts
The opening of the file, as written. The whole thing — 750 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Audio System
When to Use
Use this skill when:
- Playing sound effects
- Managing background music
- Implementing spatial 3D audio
- Creating audio feedback for actions
- Building audio mixing system
- Handling audio asset loading
Core Principles
- Web Audio API: Use modern audio capabilities
- Spatial Audio: 3D positioned sounds
- Audio Pooling: Reuse audio sources
- Volume Control: Master, music, and SFX volumes
- Performance-Aware: Limit concurrent sounds
- Mobile-Friendly: Handle autoplay restrictions
Audio System Implementation
1. Audio Manager
// audio/AudioManager.ts
export interface AudioConfig {
masterVolume?: number;
musicVolume?: number;
sfxVolume?: number;
maxConcurrentSounds?: number;
}
export class AudioManager {
private context: AudioContext;
private masterGain: GainNode;
private musicGain: GainNode;
private sfxGain: GainNode;
private sounds = new Map<string, AudioBuffer>();
private activeSounds: AudioBufferSourceNode[] = [];
private maxConcurrentSounds: number;
private listener: AudioListener | null = null;
constructor(config: AudioConfig = {}) {
this.context = new AudioContext();
// Create gain nodes
this.masterGain = this.context.createGain();
this.musicGain = this.context.createGain();
this.sfxGain = this.context.createGain();
// Connect gain hierarchy
this.musicGain.connect(this.masterGain);
this.sfxGain.connect(this.masterGain);
this.masterGain.connect(this.context.destination);
// Set volumes
this.masterGain.gain.value = config.masterVolume ?? 1;
this.musicGain.gain.value = config.musicVolume ?? 0.7;
this.sfxGain.gain.value = config.sfxVolume ?? 1;
this.maxConcurrentSounds = config.maxConcurrentSounds ?? 32;
}
async loadSound(name: string, url: string): Promise<void> {
try {
const response = await fetch(url);
const arrayBuffer = await response.arrayBuffer();
const audioBuffer = await this.context.decodeAudioData(arrayBuffer);
this.sounds.set(name, audioBuffer);
} catch (error) {
console.error(`Failed to load sound: ${name}`, error);
}
}
async loadSounds(sounds: Record<string, string>): Promise<void> {
const promises = Object.entries(sounds).map(([name, url]) =>
this.loadSound(name, url)
);
await Promise.all(promises);
}
playSound(
name: string,
options: {
volume?: number;
loop?: boolean;
playbackRate?: number;
destination?: GainNode;
} = {}
): AudioBufferSourceNode | null {
const buffer = this.sounds.get(name);
if (!buffer) {
console.warn(`Sound not found: ${name}`);
return null;
}
// Limit concurrent sounds
if (this.activeSounds.length >= this.maxConcurrentSounds) {
this.stopOldestSound();
}
// Resume audio context (required after user interaction)
if (this.context.state === 'suspended') {
this.context.resume();
}
// Create source
const source = this.context.createBufferSource();
source.buffer = buffer;
source.loop = options.loop ?? false;
source.playbackRate.value = options.playbackRate ?? 1;
// Create gain node for individual sound volume
const gainNode = this.context.createGain();
gainNode.gain.value = options.volume ?? 1;
// Connect to destination (music or sfx)
source.connect(gainNode);
gainNode.connect(options.destination ?? this.sfxGain);
// Track active sound
this.activeSounds.push(source);
source.onended = () => {
const index = this.activeSounds.indexOf(source);
if (index !== -1) {
this.activeSounds.splice(index, 1);
}
};
source.start(0);
return source;
}
playSoundAt(
name: string,
position: Vector3,
options: {
volume?: number;
loop?: boolean;
refDistance?: number;
maxDistance?: number;
rolloffFactor?: number;
} = {}
): AudioBufferSourceNode | null {
const buffer = this.sounds.get(name);
if (!buffer) {
console.warn(`Sound not found: ${name}`);
return null;
}
if (this.activeSounds.length >= this.maxConcurrentSounds) {
this.stopOldestSound();
}
if (this.context.state === 'suspended') {
this.context.resume();
}
// Create source
const source = this.context.createBufferSource();
source.buffer = buffer;
source.loop = options.loop ?? false;
// Create panner for 3D positioning
const panner = this.context.createPanner();
panner.panningModel = 'HRTF';
panner.distanceModel = 'inverse';
panner.refDistance = options.refDistance ?? 1;
panner.maxDistance = options.maxDistance ?? 10000;
panner.rolloffFactor = options.rolloffFactor ?? 1;
panner.coneInnerAngle = 360;
panner.coneOuterAngle = 0;
panner.coneOuterGain = 0;
// Set position
panner.positionX.value = position.x;
panner.positionY.value = position.y;
panner.positionZ.value = position.z;
// Create gain node
const gainNode = this.context.createGain();
gainNode.gain.value = options.volume ?? 1;
// Connect: source -> panner -> gain -> destination
source.connect(panner);
panner.connect(gainNode);
gainNode.connect(this.sfxGain);
this.activeSounds.push(source);
source.onended = () => {
const index = this.activeSounds.indexOf(source);
if (index !== -1) {
this.activeSounds.splice(index, 1);
}
};
source.start(0);
return source;
}
stopSound(source: AudioBufferSourceNode): void {
try {
source.stop();
} catch (error) {
// Already stopped
}
}
stopAllSounds(): void {
for (const source of this.activeSounds) {
this.stopSound(source);
}
this.activeSounds = [];
}
private stopOldestSound(): void {
if (this.activeSounds.length > 0) {
const oldest = this.activeSounds.shift()!;
this.stopSound(oldest);
}
}
setMasterVolume(volume: number): void {
this.masterGain.gain.value = Math.max(0, Math.min(1, volume));
}
setMusicVolume(volume: number): void {
this.musicGain.gain.value = Math.max(0, Math.min(1, volume));
}
setSFXVolume(volume: number): void {
this.sfxGain.gain.value = Math.max(0, Math.min(1, volume));
}
getMasterVolume(): number {
return this.masterGain.gain.value;
}
getMusicVolume(): number {
return this.musicGain.gain.value;
}
getSFXVolume(): number {
return this.sfxGain.gain.value;
}
setListener(position: Vector3, forward: Vector3, up: Vector3): void {
if (!this.context.listener) return;
this.context.listener.positionX.value = position.x;
this.context.listener.positionY.value = position.y;
this.context.listener.positionZ.value = position.z;
this.context.listener.forwardX.value = forward.x;
this.context.listener.forwardY.value = forward.y;
this.context.listener.forwardZ.value = forward.z;
this.context.listener.upX.value = up.x;
this.context.listener.upY.value = up.y;
this.context.listener.upZ.value = up.z;
}
dispose(): void {
this.stopAllSounds();
this.context.close();
}
}
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.
- 4d ago First seen · 750 lines · 23 tokens per session scan A 036f30f26e33
audio-system is a skill published in the GitHub repository bullish0x/GameStudio (10 stars, last pushed 2mo ago), licensed MIT. It adds 23 tokens to every session and 4,923 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
Other skills, from other repositories
accessibility-a11y
WCAG 2.2 compliance, ARIA patterns, keyboard navigation, screen readers, automated testing.
flutter-development
Cross-platform development with Flutter and Dart for iOS, Android, Web, Desktop, and embedded. Use when building Flutter apps, implementing Material/Cupertino design, or optimizing Dart code.
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
electron-desktop
Desktop application development with Electron for Windows, macOS, and Linux. Use when building cross-platform desktop apps, implementing native OS features, or packaging web apps for desktop.
generic-react-ux-designer
Professional UI/UX design expertise for React applications. Covers design thinking, user psychology (Hick's/Fitts's/Jakob's Law), visual hierarchy, interaction patterns, accessibility, performance-driven design, and design critique. Use when designing features, improving UX, solving user problems, or conducting design…
frontend-enhancer
This skill should be used when enhancing the visual design and aesthetics of web applications. It provides modern UI components, design patterns, color palettes, animations, and layout templates. REQUIRES ui-research skill first. Use this skill for tasks like improving styling, creating responsive designs…