bevy-audio

bevy-audio is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 69 tokens per session (1,525 once invoked), scanned A, original, MIT.

A Bevy 0.19 guide for adding and controlling game audio, including music, ambience, sound effects, spatial sound, and volume groups. Spatial audio makes sound appear to come from positions in the game world.

In plain words
What is it for?
Use it to play clips, control audio sinks, build music or ambience transitions, group and duck sounds, add spatial listeners and sources, and ship audio in browsers.
Why use it?
It helps define playback, looping, muting, transitions, mixing, asset lifetime, and browser playback restrictions while choosing between Bevy audio and an audio-graph library.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions OpenCode.

Part of the bevy-skills plugin — 31 skills shipped together

Good fit Use it to play clips, control audio sinks, build music or ambience transitions, group and duck sounds, add spatial listeners and sources, and ship audio in browsers.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chrisgliddon/bevy-skills/bevy-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 chrisgliddon/bevy-skills --skill bevy-audio
Clone the repo
git clone --depth 1 https://github.com/chrisgliddon/bevy-skills

Made for: Claude Code.

Or install bevy-skills, the plugin that ships this one along with the rest of its 31 skills.

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 bevy-audio

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-audio"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 69 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,525 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00069 $0.01525
Opus 5 $0.00034 $0.00763
Sonnet 5 $0.00014 $0.00305
Haiku 4.5 $0.00007 $0.00153

Measured 10d ago against content hash 37e79a0c5130, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

bevy-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 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.

skills/bevy-audio/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — audio

When to use this skill

  • Spawn or control clips/loops through AudioPlayer and sink components.
  • Build music/ambience transitions, mix categories, ducking, or pause policy.
  • Add spatial sources/listeners or define the built-in HRTF/effects boundary.
  • Ship audio on browsers or evaluate bevy_seedling 0.8 for a graph backend.

Use Bevy's built-in entity-based audio for straightforward clips, loops, playback control, and simple spatial stereo. Add an application mixer policy for categories and transitions. Move to an audio-graph library only when the measured/design requirement exceeds that boundary.

Canonical pattern

use bevy::{audio::Volume, prelude::*};

#[derive(Component)]
struct Music;

fn start_music(mut commands: Commands, assets: Res<AssetServer>) {
    commands.spawn((
        Name::new("Exploration music"),
        Music,
        AudioPlayer::new(assets.load("audio/exploration.ogg")),
        PlaybackSettings::LOOP.with_volume(Volume::Decibels(-9.0)),
    ));
}

fn mute_music(mut sinks: Query<&mut AudioSink, With<Music>>) {
    for mut sink in &mut sinks {
        sink.mute();
    }
}

Bevy inserts AudioSink after non-spatial playback begins and SpatialAudioSink for spatial playback. Query the sink for live volume, mute, pause, speed, position, seek, and stop. Changing PlaybackSettings or GlobalVolume does not update audio that is already playing.

PlaybackSettings::{ONCE, LOOP, DESPAWN, REMOVE} define completion ownership. An ONCE player cannot simply replay after its sink drains; remove/reinsert the audio components or spawn a new player. Removing a sink while AudioPlayer remains causes the unchanged source to start again.

Gotchas

  • PlaybackSettings and GlobalVolume affect initial playback, not existing sinks.
  • A sink appears only after playback starts; query it optionally.
  • Drained ONCE playback is not replayable without replacing audio components.
  • Removing a sink while its unchanged player remains restarts the source.
  • Built-in spatial audio is stereo panning, not HRTF or a general effects graph.

Read the full file on GitHub · 146 lines

Files

What ships with it

3 files 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.

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. 10d ago First seen · 146 lines · 69 tokens per session scan A 37e79a0c5130

Subscribe to this mod's changes

bevy-audio is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 15d ago), licensed MIT. It adds 69 tokens to every session and 1,525 once invoked, about $0.0003 per session on Opus 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 2026-08-31.

Related

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