audio-design

audio-design is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 81 tokens per session (1,772 once invoked), scanned A, original, Apache-2.0.

A guide to designing game audio as a mixing system, where sounds are grouped into channels such as music, effects, speech, and ambience. It also covers music that changes with gameplay and sounds that vary or follow a beat.

In plain words
What is it for?
It helps set up audio channels, group volume and effects, lower music under speech or impacts, build changing music, vary repeated sound effects, and synchronize sounds with music.
Why use it?
It helps keep many game sounds balanced and lets music, speech, and effects respond appropriately to what is happening on screen.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the disciplines plugin — 15 skills shipped together , and of gamedev

Good fit It helps set up audio channels, group volume and effects, lower music under speech or impacts, build changing music, vary repeated sound effects, and synchronize sounds with music.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design
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 gamedev-skills/awesome-gamedev-agent-skills --skill audio-design
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install disciplines, the plugin that ships this one along with the rest of its 15 skills.

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 audio-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design/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 audio-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 81 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,772 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. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00081 $0.01772
Opus 5 $0.00041 $0.00886
Sonnet 5 $0.00016 $0.00354
Haiku 4.5 $0.00008 $0.00177

Measured 13d ago against content hash 4d8418660c04, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

audio-design 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 13d 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/disciplines/audio-design/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Audio design

Game audio is a mixing graph plus a music system. Route every sound through a small set of buses so you can balance and process groups; make music react to play through layering and re-sequencing rather than looping one track. This skill teaches the portable practice; bind it to godot-audio, Unity's AudioMixer, or middleware (FMOD/Wwise) for concrete APIs.

When to use

  • Use to design a bus/mixer layout, set group volumes, and apply effects (reverb, compression, EQ) to groups of sounds.
  • Use to duck music/ambience under dialogue or impacts (sidechain).
  • Use to build adaptive music that responds to combat/exploration intensity.
  • Use to add SFX variation (pitch/sample randomization) and sync events to a beat.

When not to use: for the engine's concrete audio nodes/streams, use godot-audio or the engine's audio skill. Loading/streaming and asset import are engine concerns. For UI sliders that drive bus volume, see the engine UI skill.

Core workflow

  1. Lay out buses, not per-sound volume. A typical tree: Master ← {Music, SFX, Ambience, UI, Voice}. Everything plays into a bus; the player's settings sliders map to bus volumes. Never set hundreds of clip volumes by hand.
  2. Work in decibels, not linear. Perceived loudness is logarithmic. Volume controls and automation should operate in dB; convert only at the edges.
  3. Leave headroom. Mix so the Master peaks below 0 dBFS (aim for a target loudness, e.g. around -14 to -16 LUFS for many games) to avoid clipping.
  4. Duck competing sources with a sidechain compressor (or volume automation): when voice/important SFX plays, the music bus dips, then recovers.
  5. Make music adaptive via vertical layering (stems faded in/out) and/or horizontal re-sequencing (swap segments at musical boundaries). See the reference.
  6. Vary repeated SFX with small random pitch/volume offsets and sample pools so footsteps and hits don't sound robotic.
  7. Verify on real output. Listen on headphones and speakers; check that the mix balances, ducking is audible but not pumping, and music transitions land on the beat — never assume from the editor meters alone.

Read the full file on GitHub · 146 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. 13d ago First seen · 146 lines · 81 tokens per session scan A 4d8418660c04

Subscribe to this mod's changes

audio-design is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 81 tokens to every session and 1,772 once invoked, about $0.0004 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 2026-08-30.