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 dasein108/slope-studio --skill sound-designergit clone --depth 1 https://github.com/dasein108/slope-studioWrote 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/dasein108/slope-studio/sound-designer)<a href="https://agentmods.dev/skills/dasein108/slope-studio/sound-designer"><img src="https://agentmods.dev/badge/skills/dasein108/slope-studio/sound-designer/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/dasein108/slope-studio/sound-designer"><img src="https://agentmods.dev/badge/skills/dasein108/slope-studio/sound-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00170 | $0.02744 |
| Opus 5 | $0.00085 | $0.01372 |
| Sonnet 5 | $0.00034 | $0.00549 |
| Haiku 4.5 | $0.00017 | $0.00274 |
Grade A, and why
sound-designer 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.
How it starts
The opening of the file, as written. The whole thing — 150 lines — stays where its author put it; the contents beside it link to each section on GitHub.
sound-designer — produce all the sound the clip maker requested
A silent Short feels dead. Visual motion is only half of "not slop"; sound builds the rest of the scene in the viewer's head — a gust of wind, a low cello, a distant bell, and the still becomes a place. You are the audio half of art-direction: the clip maker (script + visuals) hands you scenes; you decide and produce the music arrangement + per-scene sfx for them, as cheaply as possible.
The flow: request → produce
- Read the run.
runs/<id>/01_script.json— eachScenehasnarration,visual_prompt, mood/tone, and possibly existingsfxcues; the top-levelScript.musicis the bed/arrangement mood. Eyeball the visuals if useful (runs/<id>/02_visuals/*.png). - Inspect the available library before choosing.
If fal is available and budget allows, prefer paid/generated fal audio for quality. If using community/library audio, only use local files with explicit reusable rights or Freesound CC0/public-domain beds (find assets/audio/music assets/audio/sfx -maxdepth 1 -type f 2>/dev/null | sort sed -n '1,220p' assets/audio/CREDITS.md 2>/dev/nullscripts/fetch_music.py). Fall back tosynthwhen nothing fits. - Design per scene + the music. Decide:
Script.music— ONE coherent mood/arrangement phrase for the whole video (not per-scene). Include movement when useful: "fade in slowly", "swell at the reveal", "drop to near silence after the quote", "soft outro". The renderer currently creates one bed, so use this phrase to shape the bed and use SFX cues for precise accents.- per-scene
Scene.sfx— a list of{prompt, at, dur, gain_db}cues, only where the scene literally depicts a sound source or where a small musical accent supports a real story beat. Accent cues should usually be 0.2-2.0s; 5.0s is the hard maximum unless the scene visibly needs ambience (wind/rain/crowd). Long bells, drones, rumbles, and ambiences are not accents.
- Write it into
01_script.json(edit themusicfield + each scene'ssfxlist). - Produce by running the audio stage, then re-muxing voice:
studio audio <id> --music-provider local --sfx-provider local # best if a suitable local/Freesound bed exists # fallback: studio audio <id> --music-provider synth --sfx-provider local studio voice <id> # ducks music under narration studio save <id>
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.
- 10d ago First seen · 150 lines · 0 tokens per session scan A e5a7053d624f
sound-designer is a skill published in the GitHub repository dasein108/slope-studio (3 stars, last pushed 1mo ago), licensed MIT. It adds 170 tokens to every session and 2,744 once invoked, about $0.0009 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.
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