game-sound-design

game-sound-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 90 tokens per session (935 once invoked), scanned A, original, MIT.

A guide to creating and integrating sound effects and interactive audio in games, including footsteps, combat sounds, interface sounds, and ambience.

In plain words
What is it for?
Use it to design layered effects, vary repeated sounds, set up audio events, and check how sounds behave during gameplay.
Why use it?
It helps sounds communicate game events clearly and remain balanced when repeated or played alongside music and dialogue.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to design layered effects, vary repeated sounds, set up audio events, and check how sounds behave during gameplay.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-sound-design
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 jeremylongworth-source/AgentSkills --skill game-sound-design
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: 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 game-sound-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sound-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-sound-design)
Your own site
<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.

agentmods 80×15 button for game-sound-design

Your own site · 80×15
<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>
Per session 90 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 935 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 $0.00090 $0.00935
Opus 5 $0.00045 $0.00467
Sonnet 5 $0.00018 $0.00187
Haiku 4.5 $0.00009 $0.00093

Measured 7d ago against content hash ea296da56570, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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 7d 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.

skills/game-sound-design/SKILL.md · 63 lines

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

  1. Identify the game genre, art style, camera perspective, platform, player fantasy, accessibility needs, middleware/engine, and target mix style.
  2. 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.
  3. 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.
  4. Design in layers. Separate transient, body, texture, tail, sweetener, movement, and environmental response so timing and mix can be tuned independently.
  5. Add variation and rules: random pitch/volume, round-robin takes, surface/material switches, distance attenuation, obstruction/occlusion, cooldowns, priority, and voice limits.
  6. Implement with explicit event names, parameters, busses, snapshots/states, and debug hooks.
  7. 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.

Read the full file on GitHub · 63 lines

Files

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.

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. 7d ago First seen · 63 lines · 90 tokens per session scan A ea296da56570

Subscribe to this mod's changes

game-sound-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 8d ago), licensed MIT. It adds 90 tokens to every session and 935 once invoked, about $0.0005 per session on Opus 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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