team-audio

team-audio is a skill for Claude Code from HolyMonkey/youtube-example-ai-studio. It costs 34 tokens per session (756 once invoked), scanned A, a copy of team-audio, MIT.

A coordinated workflow for creating and implementing game audio, from the overall sound direction to sound effects, audio systems, and gameplay triggers.

In plain words
What is it for?
Use it for areas such as combat, menus, environments, or boss encounters when you need audio direction, sound specifications, technical setup, and implementation.
Why use it?
It helps keep the game's sounds consistent and connects audio decisions with the code that plays them.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool.

Good fit Use it for areas such as combat, menus, environments, or boss encounters when you need audio direction, sound specifications, technical setup, and implementation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/holymonkey/youtube-example-ai-studio/team-audio
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 HolyMonkey/youtube-example-ai-studio --skill team-audio
Clone the repo
git clone --depth 1 https://github.com/HolyMonkey/youtube-example-ai-studio

Made for: Claude Code.

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 team-audio

README.md
[![agentmods](https://agentmods.dev/badge/skills/holymonkey/youtube-example-ai-studio/team-audio.svg)](https://agentmods.dev/skills/holymonkey/youtube-example-ai-studio/team-audio)
Your own site
<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>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 756 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 100% copy Near-identical to another mod 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 $0.00034 $0.00756
Opus 5 $0.00017 $0.00378
Sonnet 5 $0.00007 $0.00151
Haiku 4.5 $0.00003 $0.00076

Measured 4d ago against content hash 260bf50925a0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

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.

Origin

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.

.claude/skills/team-audio/SKILL.md · 75 lines

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.

  1. Read the argument for the target feature or area (e.g., combat, main menu, forest biome, boss encounter).

  2. Gather context:

    • Read relevant design docs in design/gdd/ for the feature
    • Read the sound bible at design/gdd/sound-bible.md if it exists
    • Read existing audio asset lists in assets/audio/
    • Read any existing sound design docs for this area

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: audio-director — Sonic identity, emotional tone, audio palette
  • subagent_type: sound-designer — SFX specifications, audio events, mixing groups
  • subagent_type: technical-artist — Audio middleware, bus structure, memory budgets
  • subagent_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).

  1. 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

Read the full file on GitHub · 75 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. 4d ago First seen · 75 lines · 34 tokens per session scan A 260bf50925a0

Subscribe to this mod's changes

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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