team-audio

team-audio is a skill for Claude Code from bullish0x/GameStudio. It costs 34 tokens per session (1,689 once invoked), scanned A, a copy of team-audio, MIT.

A coordinated team of specialist agents for planning and implementing audio for a game feature or area.

In plain words
What is it for?
Use it to design audio for combat, menus, biomes, boss encounters, and other game areas.
Why use it?
It connects audio direction, sound design, visual support, and gameplay implementation so sound fits the player's experience.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool; installed under .agents/ (shared by several agents).

Good fit Use it to design audio for combat, menus, biomes, boss encounters, and other game areas.

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Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/team-audio
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 team-audio
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

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 team-audio

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-audio/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/team-audio)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/team-audio"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-audio/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 team-audio

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/team-audio"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,689 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 95% 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 $0.00034 $0.01689
Opus 5 $0.00017 $0.00844
Sonnet 5 $0.00007 $0.00338
Haiku 4.5 $0.00003 $0.00169

Measured 6d ago against content hash 47e9826c30db, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

team-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 6d 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

95% identical to team-audio — 3 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/team-audio/SKILL.md · 145 lines

How it starts

The opening of the file, as written. The whole thing — 145 lines — stays where its author put it; the contents beside it link to each section on GitHub.

If no argument is provided, output usage guidance and exit without spawning any agents:

Usage: /team-audio [feature or area] — specify the feature or area to design audio for (e.g., combat, main menu, forest biome, boss encounter). Do not use AskUserQuestion here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.

Decision Points: At each step transition, use AskUserQuestion to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next step.

Phase 0: Resolve Review Mode

  1. If --review [mode] was passed as an argument, use that mode.
  2. Else read production/review-mode.txt — use whatever is written there.
  3. Else default to lean.

Modes:

  • full — spawn all director and lead gates as described
  • lean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
  • solo — skip all director gate spawning entirely; run the skill without any agent gates

Store the resolved mode for use in all subsequent phases.

  1. Read the argument for the target feature or area (e.g., combat, main menu, forest biome, boss encounter).

  2. Gather context:

    • Read relevant design docs in design/gdd/ for the feature
    • Read the sound bible at design/gdd/sound-bible.md if it exists
    • Read existing audio asset lists in assets/audio/
    • Read any existing sound design docs for this area

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: audio-director — Sonic identity, emotional tone, audio palette
  • subagent_type: sound-designer — SFX specifications, audio events, mixing groups
  • subagent_type: technical-artist — Audio middleware, bus structure, memory budgets
  • subagent_type: [primary engine specialist] — Validate audio integration patterns for the engine
  • subagent_type: gameplay-programmer — Audio manager, gameplay triggers, adaptive music

Read the full file on GitHub · 145 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. 6d ago First seen · 145 lines · 34 tokens per session scan A 47e9826c30db

Subscribe to this mod's changes

team-audio is a skill published in the GitHub repository bullish0x/GameStudio (11 stars, last pushed 2mo ago), licensed MIT. It adds 34 tokens to every session and 1,689 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to team-audio, differing in 3 lines, and is treated as a copy.

Related

Other skills, from other repositories