sound-engineer

sound-engineer is a skill for Claude Code from curiositech/some_claude_skills. It costs 145 tokens per session (2,997 once invoked), scanned A, original, MIT.

A guide to designing sound for games, virtual and augmented reality, mobile apps, and other interactive experiences.

In plain words
What is it for?
Use it for spatial audio, procedural effects such as footsteps, Wwise or FMOD integration, adaptive music, interface sounds, and audio processing.
Why use it?
It helps plan audio that responds to player actions, space, interface events, and changing activity.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it for spatial audio, procedural effects such as footsteps, Wwise or FMOD integration, adaptive music, interface sounds, and audio processing.

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Install with agentmods
npx agentmods add skills/curiositech/some_claude_skills/sound-engineer
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 curiositech/some_claude_skills --skill sound-engineer
Clone the repo
git clone --depth 1 https://github.com/curiositech/some_claude_skills

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 sound-engineer

README.md
[![agentmods](https://agentmods.dev/badge/skills/curiositech/some_claude_skills/sound-engineer/github.svg)](https://agentmods.dev/skills/curiositech/some_claude_skills/sound-engineer)
Your own site
<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.

agentmods 80×15 button for sound-engineer

Your own site · 80×15
<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>
Per session 145 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,997 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 $0.00145 $0.02997
Opus 5 $0.00072 $0.01499
Sonnet 5 $0.00029 $0.00599
Haiku 4.5 $0.00015 $0.00300

Measured 8d ago against content hash 20951729bf59, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

.claude/skills/sound-engineer/SKILL.md · 291 lines

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)

Read the full file on GitHub · 291 lines

Files

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.

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 · 291 lines · 145 tokens per session scan A 20951729bf59

Subscribe to this mod's changes

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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