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 jeremylongworth-source/AgentSkills --skill game-sound-designgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/jeremylongworth-source/agentskills/game-sound-design)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-sound-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sound-design/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/jeremylongworth-source/agentskills/game-sound-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sound-design.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00090 | $0.00935 |
| Opus 5.5 | $0.00036 | $0.00374 |
| Sonnet 5.5 | $0.00018 | $0.00187 |
| Haiku 4.5 | $0.00009 | $0.00093 |
Grade A, and why
game-sound-design 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 1mo 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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Sound Design
Core Workflow
- Identify the game genre, art style, camera perspective, platform, player fantasy, accessibility needs, middleware/engine, and target mix style.
- Define the sound's gameplay job before designing texture: confirm, warn, reward, locate, sell impact, communicate state, create atmosphere, guide attention, or support UI flow.
- Build a sound palette: acoustic vs synthetic, dry vs processed, realistic vs stylized, clean vs noisy, tonal vs percussive, close vs distant, and diegetic vs non-diegetic.
- Design in layers. Separate transient, body, texture, tail, sweetener, movement, and environmental response so timing and mix can be tuned independently.
- Add variation and rules: random pitch/volume, round-robin takes, surface/material switches, distance attenuation, obstruction/occlusion, cooldowns, priority, and voice limits.
- Implement with explicit event names, parameters, busses, snapshots/states, and debug hooks.
- Verify in context, not solo. Test at gameplay speed, repeated playback, dense scenes, quiet scenes, different output devices, and with music/dialogue active.
Creative Priorities
- Readability: each sound should tell the player what happened, where it happened, and how important it is.
- Hierarchy: reserve the loudest, brightest, widest, or most detailed sounds for critical player-facing events.
- Identity: establish recurring materials, motifs, instruments, synths, processing, or acoustic signatures for factions, abilities, UI families, and environments.
- Feedback timing: align attack, impact, release, and tail timing to animation and gameplay frames.
- Repetition resistance: use variation, layering, randomization, procedural elements, and silence to avoid fatigue.
- Accessibility: do not make audio the only carrier for critical information unless the game is intentionally audio-first and provides appropriate support.
Implementation Priorities
- Route sounds through meaningful busses such as master, music, SFX, ambience, UI, dialogue, voice, reverb, and accessibility cues.
- Use parameters for speed, intensity, health, surface, material, distance, size, charge, weather, room, threat, and state.
- Define priorities and voice limits for spam-prone sounds such as footsteps, bullets, impacts, UI ticks, particles, and crowds.
- Use spatialization, attenuation, occlusion, reverb sends, and environmental zones deliberately.
- Keep source quality high enough for processing, then compress and stream/load according to platform and memory constraints.
- Track licensing and provenance for library sounds, recordings, generated audio, and third-party assets.
What ships with it
2 files 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.
- 1mo ago First seen · 63 lines · 90 tokens per session scan A ea296da56570
game-sound-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 17d ago), licensed MIT. It adds 90 tokens to every session and 935 once invoked, about $0.0004 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 2026-09-03.
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