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 HolyMonkey/youtube-example-ai-studio --skill team-audiogit clone --depth 1 https://github.com/HolyMonkey/youtube-example-ai-studioWrote 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/holymonkey/youtube-example-ai-studio/team-audio)<a href="https://agentmods.dev/skills/holymonkey/youtube-example-ai-studio/team-audio"><img src="https://agentmods.dev/badge/skills/holymonkey/youtube-example-ai-studio/team-audio.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 | $0.00034 | $0.00756 |
| Opus 5 | $0.00017 | $0.00378 |
| Sonnet 5 | $0.00007 | $0.00151 |
| Haiku 4.5 | $0.00003 | $0.00076 |
Grade A, and why
team-audio 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 4d 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.
This is a copy
100% identical to team-audio — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 75 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked, orchestrate the audio team through a structured pipeline.
Decision Points: At each step transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
-
Read the argument for the target feature or area (e.g.,
combat,main menu,forest biome,boss encounter). -
Gather context:
- Read relevant design docs in
design/gdd/for the feature - Read the sound bible at
design/gdd/sound-bible.mdif it exists - Read existing audio asset lists in
assets/audio/ - Read any existing sound design docs for this area
- Read relevant design docs in
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: audio-director— Sonic identity, emotional tone, audio palettesubagent_type: sound-designer— SFX specifications, audio events, mixing groupssubagent_type: technical-artist— Audio middleware, bus structure, memory budgetssubagent_type: gameplay-programmer— Audio manager, gameplay triggers, adaptive music
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
- Orchestrate the audio team in sequence:
Step 1: Audio Direction (audio-director)
Spawn the audio-director agent to:
- Define the sonic identity for this feature/area
- Specify the emotional tone and audio palette
- Set music direction (adaptive layers, stems, transitions)
- Define audio priorities and mix targets
- Establish any adaptive audio rules (combat intensity, exploration, tension)
Step 2: Sound Design (sound-designer)
Spawn the sound-designer agent to:
- Create detailed SFX specifications for every audio event
- Define sound categories (ambient, UI, gameplay, music, dialogue)
- Specify per-sound parameters (volume range, pitch variation, attenuation)
- Plan audio event list with trigger conditions
- Define mixing groups and ducking rules
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.
- 4d ago First seen · 75 lines · 34 tokens per session scan A 260bf50925a0
team-audio is a skill published in the GitHub repository HolyMonkey/youtube-example-ai-studio (11 stars, last pushed 5mo ago), licensed MIT. It adds 34 tokens to every session and 756 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to team-audio, differing in 0 lines, and is treated as a copy.
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