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 bullish0x/GameStudio --skill phaser-audio-and-soundgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/phaser-audio-and-sound)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-audio-and-sound"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-audio-and-sound/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/bullish0x/gamestudio/phaser-audio-and-sound"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-audio-and-sound.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 | $0.00059 | $0.05183 |
| Opus 5 | $0.00030 | $0.02592 |
| Sonnet 5 | $0.00012 | $0.01037 |
| Haiku 4.5 | $0.00006 | $0.00518 |
Grade A, and why
phaser-audio-and-sound 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 8d 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 audio-and-sound — 4 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 — 454 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Audio and Sound
Phaser provides a unified Sound system via
this.sound(a SoundManager) that abstracts over Web Audio API and HTML5 Audio. It handles loading, playback, volume, panning, looping, markers, audio sprites, spatial audio, and browser autoplay-policy unlocking.
Key source paths: src/sound/BaseSoundManager.js, src/sound/BaseSound.js, src/sound/webaudio/, src/sound/html5/, src/sound/SoundManagerCreator.js, src/sound/events/, src/sound/typedefs/
Related skills: ../phaser-loading-assets/SKILL.md, ../phaser-game-setup-and-config/SKILL.md
Quick Start
class GameScene extends Phaser.Scene {
preload() {
this.load.audio('bgm', 'assets/music.mp3');
this.load.audio('coin', ['assets/coin.ogg', 'assets/coin.mp3']);
}
create() {
// Fire-and-forget (auto-destroys when complete)
this.sound.play('coin');
// Retained reference for ongoing control
this.music = this.sound.add('bgm', { loop: true, volume: 0.5 });
this.music.play();
}
}
Assets loaded via this.load.audio() in preload() are ready by the time create() runs. Provide an array of URLs for cross-browser format fallback.
Core Concepts
WebAudio vs HTML5 Audio
Phaser auto-selects the best backend via SoundManagerCreator.create():
- If
config.audio.noAudiois true, or the device supports neither Web Audio nor HTML5 Audio, a NoAudioSoundManager is created (all calls are no-ops). - If the device supports Web Audio and
config.audio.disableWebAudiois not true, a WebAudioSoundManager is created (preferred). - Otherwise, an HTML5AudioSoundManager is created as fallback.
WebAudio advantages: precise timing, gapless looping, stereo panning (StereoPannerNode), spatial audio (PannerNode), per-sound gain nodes, decodeAudio() for runtime decoding.
HTML5 Audio limitations: no spatial audio, no real stereo panning (pan fires events but no audible effect), less precise looping, requires instances count at load time for simultaneous playback.
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.
- 8d ago First seen · 454 lines · 59 tokens per session scan A 7b5056ce53e5
phaser-audio-and-sound is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 59 tokens to every session and 5,183 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to audio-and-sound, differing in 4 lines, and is treated as a copy.
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