phaser-audio-and-sound

phaser-audio-and-sound is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 59 tokens per session (5,183 once invoked), scanned A, a copy of audio-and-sound, MIT.

A guide to adding music and sound effects to Phaser 4 games, including playback, volume, looping, panning, and browser audio restrictions.

In plain words
What is it for?
Use it to load music and effects, play one-off sounds, control ongoing music, and add spatial or positional audio to a game.
Why use it?
It explains how Phaser's sound system works across different browser audio technologies, so audio can load and play consistently.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to load music and effects, play one-off sounds, control ongoing music, and add spatial or positional audio to a game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-audio-and-sound
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.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-audio-and-sound
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

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 phaser-audio-and-sound

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-audio-and-sound/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-audio-and-sound)
Your own site
<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.

agentmods 80×15 button for phaser-audio-and-sound

Your own site · 80×15
<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>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,183 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 $0.00059 $0.05183
Opus 5 $0.00030 $0.02592
Sonnet 5 $0.00012 $0.01037
Haiku 4.5 $0.00006 $0.00518

Measured 8d ago against content hash 7b5056ce53e5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

Origin

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.

.agents/skills/phaser-audio-and-sound/SKILL.md · 454 lines

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():

  1. If config.audio.noAudio is true, or the device supports neither Web Audio nor HTML5 Audio, a NoAudioSoundManager is created (all calls are no-ops).
  2. If the device supports Web Audio and config.audio.disableWebAudio is not true, a WebAudioSoundManager is created (preferred).
  3. 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.

Read the full file on GitHub · 454 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. 8d ago First seen · 454 lines · 59 tokens per session scan A 7b5056ce53e5

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

game-development

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

travisjneuman/.claude · 34 tokens

ar-vr-xr

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.

travisjneuman/.claude · 50 tokens

sdf

SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…

earthtojake/text-to-cad · 88 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens

using-bgs-archive

Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".

hashgraph-online/awesome-codex-plugins · 75 tokens

building-agents

Use when building or restructuring an LLM agent — provider adapter, tool calling, structured output, RAG, agent loop, eval gate, cost routing, tracing, MCP server — model-agnostic across OpenAI/Anthropic/Gemini/OSS so a model swap is a config change. NOT vector-store SQL alone (that is postgresdb) or service…

ericrisco/rsc-harness · 85 tokens