audio-patterns

audio-patterns is a skill for Claude Code from HermeticOrmus/claude-code-game-development. It costs 61 tokens per session (2,402 once invoked), scanned A, original, MIT.

A collection of reusable code patterns for game audio, including Godot bus layouts, sound-player pools, randomized short sounds, changing music, and approximate sound blocking in 3D.

In plain words
What is it for?
Use it when writing Godot code for sound playback, music, volume mixing, 3D sound, occlusion, or FMOD integration.
Why use it?
It gives common audio behaviours a consistent starting point, reducing the need to design each playback and mixing system from scratch.

Skill for Claude Code

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

Part of the audio-systems plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it when writing Godot code for sound playback, music, volume mixing, 3D sound, occlusion, or FMOD integration.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hermeticormus/claude-code-game-development/audio-patterns
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 HermeticOrmus/claude-code-game-development --skill audio-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-development

Made for: Claude Code.

Or install audio-systems, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/audio-patterns/github.svg)](https://agentmods.dev/skills/hermeticormus/claude-code-game-development/audio-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/audio-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/audio-patterns/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-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/audio-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/audio-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,402 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 $0.00061 $0.02402
Opus 5.5 $0.00024 $0.00961
Sonnet 5.5 $0.00012 $0.00480
Haiku 4.5 $0.00006 $0.00240

Measured 15d ago against content hash ab0df2c02313, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

audio-patterns 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 15d 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/audio-systems/skills/audio-patterns/SKILL.md · 258 lines

How it starts

The opening of the file, as written. The whole thing — 258 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Audio Patterns

Audio Bus Architecture (Godot)

# AudioBusLayout setup - configure programmatically or in AudioBusLayout editor
# Bus hierarchy: Master -> Music, SFX, Voice, Ambient
# Each sub-bus routes to Master, apply effects on sub-buses

class_name AudioManager extends Node
# Bus names must match AudioBusLayout asset
const BUS_MASTER  := &"Master"
const BUS_MUSIC   := &"Music"
const BUS_SFX     := &"SFX"
const BUS_VOICE   := &"Voice"
const BUS_AMBIENT := &"Ambient"

func set_music_volume(db: float) -> void:
    var bus_idx := AudioServer.get_bus_index(BUS_MUSIC)
    AudioServer.set_bus_volume_db(bus_idx, db)

func duck_music(duck_db: float = -12.0, duration: float = 0.3) -> void:
    # Duck music when important SFX or voice plays
    var bus_idx := AudioServer.get_bus_index(BUS_MUSIC)
    var tween := create_tween()
    tween.tween_method(
        func(v: float): AudioServer.set_bus_volume_db(bus_idx, v),
        AudioServer.get_bus_volume_db(bus_idx),
        duck_db,
        duration
    )

func unduck_music(duration: float = 0.5) -> void:
    var bus_idx := AudioServer.get_bus_index(BUS_MUSIC)
    var tween := create_tween()
    tween.tween_method(
        func(v: float): AudioServer.set_bus_volume_db(bus_idx, v),
        AudioServer.get_bus_volume_db(bus_idx),
        0.0,
        duration
    )

Audio Pool Implementation

# Fixed-size audio pool prevents per-sound node allocation
class_name AudioPool extends Node
const POOL_SIZE := 16

var _players: Array[AudioStreamPlayer] = []
var _priorities: Array[float] = []

func _ready() -> void:
    for i in POOL_SIZE:
        var player := AudioStreamPlayer.new()
        player.bus = &"SFX"
        add_child(player)
        player.finished.connect(_on_player_finished.bind(i))
        _players.append(player)
        _priorities.append(0.0)

func play(stream: AudioStream, volume_db: float = 0.0, priority: float = 1.0) -> AudioStreamPlayer:
    # Find free player
    for i in POOL_SIZE:
        if not _players[i].playing:
            return _start_player(i, stream, volume_db, priority)

    # Pool exhausted: steal lowest priority
    var lowest_idx := 0
    for i in POOL_SIZE:
        if _priorities[i] < _priorities[lowest_idx]:
            lowest_idx = i
    return _start_player(lowest_idx, stream, volume_db, priority)

func _start_player(idx: int, stream: AudioStream, volume_db: float, priority: float) -> AudioStreamPlayer:
    _players[idx].stream = stream
    _players[idx].volume_db = volume_db
    _players[idx].play()
    _priorities[idx] = priority
    return _players[idx]

func _on_player_finished(idx: int) -> void:
    _priorities[idx] = 0.0

# 3D variant - takes world position for spatialized pool
class AudioPool3D extends Node:
    # Same pattern but uses AudioStreamPlayer3D with position assignment
    pass

Read the full file on GitHub · 258 lines

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. 15d ago First seen · 258 lines · 61 tokens per session scan A ab0df2c02313

Subscribe to this mod's changes

audio-patterns is a skill published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 61 tokens to every session and 2,402 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-10-01.

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