audio-patterns

audio-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (2,334 once invoked), scanned A, original, MIT.

A Godot game-audio guide for organising sounds into buses such as music, sound effects, voices, and ambience, all routed through a master bus.

In plain words
What is it for?
Use it to set up Godot's audio-bus layout, change music volume, apply effects to sound groups, and briefly reduce music during key sounds.
Why use it?
It helps keep volume controls and audio effects organised instead of managing every sound separately. It also shows how to lower music temporarily when important speech or effects play.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/audio-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill audio-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, 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 audio-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/audio-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/audio-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/audio-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/audio-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,334 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.02334
Opus 5 $0.00000 $0.01167
Sonnet 5 $0.00000 $0.00467
Haiku 4.5 $0.00000 $0.00233

Measured 3d ago against content hash 77699aabaddc, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 3d 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 · 253 lines

How it starts

The opening of the file, as written. The whole thing — 253 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 · 253 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. 3d ago First seen · 253 lines · 0 tokens per session scan A 77699aabaddc

Subscribe to this mod's changes

audio-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,334 tokens. 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 2026-08-31.

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