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 agentmods add skills/felipeslo/opencode-kit/game-audionpx skills add felipeslo/opencode-kit --skill game-audiogit clone --depth 1 https://github.com/felipeslo/opencode-kitWhat 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 | $0.00018 | $0.01309 |
| Opus 5 | $0.00009 | $0.00655 |
| Sonnet 5 | $0.00004 | $0.00262 |
| Haiku 4.5 | $0.00002 | $0.00131 |
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.
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.
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 |
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.
- yesterday First seen · 190 lines · 18 tokens per session scan A d91d6916db68
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.
Other skills, from other repositories
general-video
Author or edit a custom HyperFrames composition when no specialized workflow fits, or when BRIEF.md sets flow: companion. Use for longer or multi-scene pieces, brand and sizzle reels, montages, static loops, static title cards, footage remixes, and freeform builds. Use motion-graphics instead for a short unnarrated…
media-ingest
Ingest video, audio, PDF, book, screenshot, and GitHub repo content into the brain. Multi-format handling with entity extraction and backlink propagation. Covers video-ingest, youtube-ingest, and book-ingest subtypes.
diagnostic-stem-delivery
Audio production with diagnostic analysis, timecode parsing from documents, and verified export workflow.
vox-director
Turn ONE topic into a finished Vox-style paper-collage explainer / ad video, end to end on the Atlas Cloud API + local ffmpeg — script, collage keyframes, motion, voice-over, music, captions, all automated. Use this whenever the user wants a "Vox style" video, a paper/torn-paper collage animation, a "motion collage"…
seedance-vocab-ja
This skill should be used when the user asks for Japanese Seedance 2.0 prompt wording, Japanese cinematic vocabulary, or translation of camera, lighting, action, VFX, audio, and production terms into Japanese.
model-compatibility
Model family compatibility matrix covering loaders, resolutions, samplers, CFG, VAE, ControlNet, and LoRA compatibility for SD 1.5, SDXL, Flux, SD3, and video models.