team-audio

team-audio is a skill for Codex from frabcd/codex-ai-game-studio. It costs 34 tokens per session (1,798 once invoked), scanned A, original, MIT.

A coordinated workflow for designing and implementing game audio with direction, sound design, technical art, and gameplay programming.

In plain words
What is it for?
Use it to create audio for combat, menus, environments, or boss encounters.
Why use it?
It gives audio work a shared process from creative direction through integration into the game.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions subagents; mentions Codex; $skill-name invocation.

Good fit Use it to create audio for combat, menus, environments, or boss encounters.

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Install with agentmods
npx agentmods add skills/frabcd/codex-ai-game-studio/team-audio
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 frabcd/codex-ai-game-studio --skill team-audio
Clone the repo
git clone --depth 1 https://github.com/frabcd/codex-ai-game-studio

Made for: Codex.

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 team-audio

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/team-audio"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/team-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,798 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 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 $0.00034 $0.01798
Opus 5 $0.00017 $0.00899
Sonnet 5 $0.00007 $0.00360
Haiku 4.5 $0.00003 $0.00180

Measured 6d ago against content hash 681ed5540a93, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

team-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 6d 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.

plugins/ai-game-studio/skills/team-audio/SKILL.md · 148 lines

How it starts

The opening of the file, as written. The whole thing — 148 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Port provenance: adapted from the pinned upstream source at 984023ddac0d5e27624f2baacde6105e45de375f under MIT; see the repository parity ledger for the exact path and blob.

If no argument is provided, output usage guidance and exit without spawning any agents:

Usage: $ai-game-studio:team-audio [feature or area] — specify the feature or area to design audio for (e.g., combat, main menu, forest biome, boss encounter). Do not use the available user-input mechanism here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.

Decision Points: At each step transition, use the available user-input mechanism to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next step.

Phase 0: Resolve Review Mode

  1. If --review [mode] was passed as an argument, use that mode.
  2. Else read production/review-mode.txt — use whatever is written there.
  3. Else default to lean.

Modes:

  • full — spawn all director and lead gates as described
  • lean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
  • solo — skip all director gate spawning entirely; run the skill without any agent gates

Store the resolved mode for use in all subsequent phases.

  1. Read the argument for the target feature or area (e.g., combat, main menu, forest biome, boss encounter).

  2. Gather context:

    • Read relevant design docs in design/gdd/ for the feature
    • Read the sound bible at design/gdd/sound-bible.md if it exists
    • Read existing audio asset lists in assets/audio/
    • Read any existing sound design docs for this area

How to Delegate

Use the Codex subagent mechanism to spawn each team member as a subagent:

  • subagent_type: audio-director — Sonic identity, emotional tone, audio palette
  • subagent_type: sound-designer — SFX specifications, audio events, mixing groups
  • subagent_type: technical-artist — Audio middleware, bus structure, memory budgets
  • subagent_type: [primary engine specialist] — Validate audio integration patterns for the engine
  • subagent_type: gameplay-programmer — Audio manager, gameplay triggers, adaptive music

Read the full file on GitHub · 148 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. 6d ago First seen · 148 lines · 34 tokens per session scan A 681ed5540a93

Subscribe to this mod's changes

team-audio is a skill published in the GitHub repository frabcd/codex-ai-game-studio (10 stars, last pushed 3d ago), licensed MIT. It adds 34 tokens to every session and 1,798 once invoked, about $0.0002 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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