AI-TadPole-OS: Skill for Claude Code

.agent/skills/game-development/game-audio/SKILL.md

game-audio is a skill for Claude Code from DDS-Solutions/AI-TadPole-OS. It costs 18 tokens per session (1,423 once invoked), scanned A, a copy of game-audio, MIT.

A set of guidelines for designing sound and music in video games, including sound effects, dialogue, background sounds, and music.

In plain words
What is it for?
Use it when planning or implementing game audio such as footsteps, impacts, combat music, wind, menus, dialogue, looping, crossfades, and volume reduction between sounds.
Why use it?
It helps decide which sounds should be heard first and how different audio types should behave when they overlap.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

This is DDS-Solutions/AI-TadPole-OS's own configuration. It tells Claude Code how to work on AI-TadPole-OS itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything AI-TadPole-OS configures →

Reuse

Borrowing it

Nothing to install: this file belongs to DDS-Solutions/AI-TadPole-OS. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/DDS-Solutions/AI-TadPole-OS/main/.agent/skills/game-development/game-audio/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/DDS-Solutions/AI-TadPole-OS

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 game-audio

README.md
[![agentmods](https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/game-audio/github.svg)](https://agentmods.dev/skills/dds-solutions/ai-tadpole-os/game-audio)
Your own site
<a href="https://agentmods.dev/skills/dds-solutions/ai-tadpole-os/game-audio"><img src="https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/game-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 game-audio

Your own site · 80×15
<a href="https://agentmods.dev/skills/dds-solutions/ai-tadpole-os/game-audio"><img src="https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/game-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,423 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 $0.00018 $0.01423
Opus 5 $0.00009 $0.00711
Sonnet 5 $0.00004 $0.00285
Haiku 4.5 $0.00002 $0.00142

Measured 10d ago against content hash 49faff27145d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

game-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.

Origin

This is a copy

95% identical to game-audio — 9 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.

.agent/skills/game-development/game-audio/SKILL.md · 198 lines

How it starts

The opening of the file, as written. The whole thing — 198 lines — stays where its author put it; the contents beside it link to each section on GitHub.

[!IMPORTANT] AI Context & Knowledge Heritage

  • Subsystem: Agent Skills Registry / game-development
  • Architecture: @docs ARCHITECTURE:Documentation
  • Failure Path: Information drift, legacy terminology, or documentation mismatch.
  • Observability: Traceability via execution/parity_guard.py ([SKILL])

Game Audio Principles

Sound design and music integration for immersive game experiences.


1. Audio Category System

Category Definitions

Category Behavior Examples
Music Looping, crossfade, ducking BGM, combat music
SFX One-shot, 3D positioned Footsteps, impacts
Ambient Looping, background layer Wind, crowd, forest
UI Immediate, non-3D Button clicks, notifications
Voice Priority, ducking trigger Dialogue, announcer

Priority Hierarchy

When sounds compete for channels:

1. Voice (highest - always audible)
2. Player SFX (feedback critical)
3. Enemy SFX (gameplay important)
4. Music (mood, but duckable)
5. Ambient (lowest - can drop)

2. Sound Design Decisions

SFX Creation Approach

Approach When to Use Trade-offs
Recording Realistic needs High quality, time intensive
Synthesis Sci-fi, retro, UI Unique, requires skill
Library samples Fast production Common sounds, licensing
Layering Complex sounds Best results, more work

Layering Structure

Layer Purpose Example: Gunshot
Attack Initial transient Click, snap
Body Main character Boom, blast
Tail Decay, room Reverb, echo
Sweetener Special sauce Shell casing, mechanical

3. Music Integration

Music State System

Game State → Music Response
│
├── Menu → Calm, loopable theme
├── Exploration → Ambient, atmospheric
├── Combat detected → Transition to tension
├── Combat engaged → Full battle music
├── Victory → Stinger + calm transition
├── Defeat → Somber stinger
└── Boss → Unique, multi-phase track

Read the full file on GitHub · 198 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. 10d ago First seen · 198 lines · 18 tokens per session scan A 49faff27145d

Subscribe to this mod's changes

game-audio is a skill published in the GitHub repository DDS-Solutions/AI-TadPole-OS (8 stars, last pushed today), licensed MIT. It adds 18 tokens to every session and 1,423 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to game-audio, differing in 9 lines, and is treated as a copy.

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