game-audio

Guidance for creating and combining game music, sound effects, ambient sounds, interface sounds, and voice. It explains how sounds can loop, change with gameplay, occupy 3D space, or take priority over one another.

In plain words
What is it for?
Planning audio categories, choosing ways to create sound effects, layering sounds such as gunshots, and designing music or audio that changes during play.
Why use it?
It helps developers organize game audio so important sounds remain clear and the soundscape supports gameplay.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/felipeslo/opencode-kit/game-audio
Any agent
npx skills add felipeslo/opencode-kit --skill game-audio
Clone the repo
git clone --depth 1 https://github.com/felipeslo/opencode-kit

Made for: Claude Code, Codex.

Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,309 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 98% 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 $0.00018 $0.01309
Opus 5 $0.00009 $0.00655
Sonnet 5 $0.00004 $0.00262
Haiku 4.5 $0.00002 $0.00131

Measured yesterday against content hash d91d6916db68, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 yesterday.

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

98% identical to game-audio — 1 line 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.

.opencode/skills/game-development/game-audio/SKILL.md · 190 lines

How it starts

The opening of the file, as written. The whole thing — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Transition Techniques

Technique Use When Feel
Crossfade Smooth mood shift Gradual
Stinger Immediate event Dramatic
Stem mixing Dynamic intensity Seamless
Beat-synced Rhythmic gameplay Musical
Queue point Next natural break Clean

Read the full file on GitHub · 190 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. yesterday First seen · 190 lines · 18 tokens per session scan A d91d6916db68

Subscribe to this mod's changes

game-audio is a skill published in the GitHub repository felipeslo/opencode-kit (2 stars, last pushed 5mo ago), licensed MIT. It adds 18 tokens to every session and 1,309 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to game-audio, differing in 1 line, and is treated as a copy.

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