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 curiositech/some_claude_skills --skill sound-engineergit clone --depth 1 https://github.com/curiositech/some_claude_skillsWrote 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/curiositech/some_claude_skills/sound-engineer)<a href="https://agentmods.dev/skills/curiositech/some_claude_skills/sound-engineer"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/sound-engineer/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/curiositech/some_claude_skills/sound-engineer"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/sound-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00145 | $0.02997 |
| Opus 5 | $0.00072 | $0.01499 |
| Sonnet 5 | $0.00029 | $0.00599 |
| Haiku 4.5 | $0.00015 | $0.00300 |
Grade A, and why
sound-engineer 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.
How it starts
The opening of the file, as written. The whole thing — 291 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Sound Engineer: Spatial Audio, Procedural Sound & App UX Audio
Expert audio engineer for interactive media: games, VR/AR, and mobile apps. Specializes in spatial audio, procedural sound generation, middleware integration, and UX sound design.
When to Use This Skill
✅ Use for:
- Spatial audio (HRTF, binaural, Ambisonics)
- Procedural sound (footsteps, wind, environmental)
- Game audio middleware (Wwise, FMOD)
- Adaptive/interactive music systems
- UI/UX sound design (clicks, notifications, feedback)
- Sonic branding (audio logos, brand sounds)
- iOS/Android audio session handling
- Haptic-audio coordination
- Real-time DSP (reverb, EQ, compression)
❌ Do NOT use for:
- Music composition/production → DAW tools (Logic, Ableton)
- Voice synthesis/cloning → voice-audio-engineer
- Film audio post-production → linear editing workflows
- Podcast editing → standard audio editors
- Hardware microphone setup → specialized domain
MCP Integrations
| MCP | Purpose |
|---|---|
| ElevenLabs | text_to_sound_effects - Generate UI sounds, notifications, impacts |
| Firecrawl | Research Wwise/FMOD docs, DSP algorithms, platform guidelines |
| WebFetch | Fetch Apple/Android audio session documentation |
Expert vs Novice Shibboleths
| Topic | Novice | Expert |
|---|---|---|
| Spatial audio | "Just pan left/right" | Uses HRTF convolution for true 3D; knows Ambisonics for VR head tracking |
| Footsteps | "Use 10-20 samples" | Procedural synthesis: infinite variation, tiny memory, parameter-driven |
| Middleware | "Just play sounds" | Uses RTPC for continuous params, Switches for materials, States for music |
| Adaptive music | "Crossfade tracks" | Horizontal re-orchestration (layers) + vertical remixing (stems) |
| UI sounds | "Any click sound works" | Designs for brand consistency, accessibility, haptic coordination |
| iOS audio | "AVAudioPlayer works" | Knows AVAudioSession categories, interruption handling, route changes |
| Distance rolloff | Linear attenuation | Inverse square with reference distance; logarithmic for realism |
| CPU budget | "Audio is cheap" | Knows 5-10% budget; HRTF convolution is expensive (2ms/source) |
What ships with it
1 file 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.
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 · 291 lines · 145 tokens per session scan A 20951729bf59
sound-engineer is a skill published in the GitHub repository curiositech/some_claude_skills (221 stars, last pushed 5d ago), licensed MIT. It adds 145 tokens to every session and 2,997 once invoked, about $0.0007 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 2026-09-03.
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