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 skills add godot-fun/godot-framework --skill audio-to-ogggit 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-to-ogg)<a href="https://agentmods.dev/skills/godot-fun/godot-framework/audio-to-ogg"><img src="https://agentmods.dev/badge/skills/godot-fun/godot-framework/audio-to-ogg/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.
<a href="https://agentmods.dev/skills/godot-fun/godot-framework/audio-to-ogg"><img src="https://agentmods.dev/badge/skills/godot-fun/godot-framework/audio-to-ogg.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00077 | $0.00837 |
| Opus 5 | $0.00039 | $0.00418 |
| Sonnet 5 | $0.00015 | $0.00167 |
| Haiku 4.5 | $0.00008 | $0.00084 |
Grade A, and why
audio-to-ogg 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 11d 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 — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Audio to OGG
Convert a supported audio file to OGG Vorbis via FFmpeg. Defaults preserve source sample rate and encode at Vorbis quality 10 (maximum) for minimal generation loss.
Rules
When this skill applies, read and follow skill-dependency-manager �?run scripts as documented, install missing tools into .dependency/.
Quick Start
Default output: <audio-dir>/audio-to-ogg/<basename>.ogg
.dependency/python/python .ai/audio-to-ogg/convert.py --audio path/to/audio.wav
Example: audio/sfx/tank/tank_move.wav �?audio/sfx/tank/audio-to-ogg/tank_move.ogg
Format Defaults
| Setting | Default | Notes |
|---|---|---|
| Codec | OGG Vorbis (libvorbis) |
Godot-native compressed format |
| Sample rate | Preserve source | Always keeps source rate; no resampling |
| Quality | 10 (-q 10) |
Maximum Vorbis quality (~500 kbps VBR); use lower -q to shrink files |
| Channels | Preserve source | Use --mono or --stereo to force |
| Existing Vorbis OGG | Stream copy | Bit-perfect when no overrides |
Quality Guide
-q |
Approx. bitrate | Typical use |
|---|---|---|
| 10 | ~500 kbps | Default �?highest fidelity |
| 7�? | ~224�?56 kbps | Smaller music/voice exports |
| 5�? | ~160�?92 kbps | Gameplay SFX, BGM |
| 3�? | ~96�?28 kbps | Short UI clicks, ambient loops |
Common Flags
--audio · -o / --output · -q / --quality · --mono · --stereo
Lower quality for UI sounds:
.dependency/python/python .ai/audio-to-ogg/convert.py --audio path/to/click.wav -q 4
Custom output path:
.dependency/python/python .ai/audio-to-ogg/convert.py --audio path/to/audio.wav --output path/to/out.ogg
Never overwrite source files. The script writes only under audio-to-ogg/ (or --output). Input must be a single audio file (--audio), not a directory. Supported inputs: .mp3, .ogg, .flac, .aac, .m4a, .wma, .wav.
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.
- 11d ago First seen · 79 lines · 77 tokens per session scan A e436b30cfbdf
audio-to-ogg is a skill published in the GitHub repository godot-fun/godot-framework (116 stars, last pushed 11d ago), licensed MIT. It adds 77 tokens to every session and 837 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.
Other skills, from other repositories
html-ppt-zhangzara-8-bit-orbit
A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
threejs-audio-generator
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio…
sprite-gen
Generate clean 2D game sprites and animation atlases with a component-row pipeline: base identity, numeric sprite-request SSoT, per-state layout guides, image-gen row strips, chroma-key alpha cleanup, connected-component frame extraction, cell-based atlas composition, QA reports, and runtime manifest framelayout. Its…
threejs-world-generation
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage.…
audio-design
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music…