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/godot-fun/godot-framework/audio-loudness-normalizationnpx skills add godot-fun/godot-framework --skill audio-loudness-normalizationgit clone --depth 1 https://github.com/godot-fun/godot-frameworkWrote 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.
[](https://agentmods.dev/skills/godot-fun/godot-framework/audio-loudness-normalization)<a href="https://agentmods.dev/skills/godot-fun/godot-framework/audio-loudness-normalization"><img src="https://agentmods.dev/badge/skills/godot-fun/godot-framework/audio-loudness-normalization.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00067 | $0.00708 |
| Opus 5 | $0.00034 | $0.00354 |
| Sonnet 5 | $0.00013 | $0.00142 |
| Haiku 4.5 | $0.00007 | $0.00071 |
Grade A, and why
audio-loudness-normalization 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.
How it starts
The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Audio Loudness Normalization
Loudness-normalize one audio file to a target LUFS with true-peak limiting. Preserves input format �?same extension and sample rate as the source. Directories are not supported; run once per file to process a folder.
Rules
When this skill applies, read and follow skill-dependency-manager �?run scripts as documented, install missing tools into .dependency/.
Quick Start
Default: -14 LUFS, -1.5 dBTP, output to <audio-dir>/audio-loudness-normalization/<audio-name>:
.dependency/python/python .ai/audio-loudness-normalization/normalize.py --audio path/to/audio.wav
Example: audio/sfx/tank/tank_move.wav �?audio/sfx/tank/audio-loudness-normalization/tank_move.wav
LUFS Targets
| Category | LUFS |
|---|---|
| UI / clicks | -18 to -14 |
| Gameplay SFX | -16 to -12 |
| Explosions | -12 to -8 |
| Ambience | -22 to -18 |
| BGM / voice | -16 to -14 |
One category per folder. Mixed folders: split first, then normalize each file with matching -t.
Common Flags
--audio · -t / --target-lufs · -output
.dependency/python/python .ai/audio-loudness-normalization/normalize.py --audio Audio/SFX/click.wav -t -14
Never overwrite source files. The script writes only to audio-loudness-normalization/ (or -output). Supported inputs: .wav, .mp3, .ogg, .flac, .aac, .m4a, .wma.
Agent Notes
- Use the bundled script (two-pass
loudnorm), not hand-written FFmpeg. - Preserves input format �?same extension and sample rate (
-arforced to source); does not resample. - Missing Python/FFmpeg �?populate
.dependency/per skill-dependency-manager, retry same command. - Do not copy, move, or replace the source with the normalized output �?tell the user where
audio-loudness-normalization/files are; they swap assets manually when ready. - Do not use
-outputpointing at the source file; the script refuses paths that would overwrite the input. - Do not fix uneven levels with per-asset volume in game code �?re-normalize sources.
- Engine bus defaults and rationale: reference.md
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.
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.
- 6d ago First seen · 65 lines · 67 tokens per session scan A c062e9599c35
audio-loudness-normalization is a skill published in the GitHub repository godot-fun/godot-framework (116 stars, last pushed 6d ago), licensed MIT. It adds 67 tokens to every session and 708 once invoked, about $0.0003 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.
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