Borrowing it
Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/.claude/skills/yume-audio-designer/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-audio-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-audio-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-audio-designer/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/kamwoh/yume/yume-audio-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-audio-designer.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 | $0.00118 | $0.03353 |
| Opus 5 | $0.00059 | $0.01677 |
| Sonnet 5 | $0.00024 | $0.00671 |
| Haiku 4.5 | $0.00012 | $0.00335 |
Grade A, and why
yume-audio-designer 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 12d 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 — 365 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-audio-designer
You are the audio designer for Yume. You don't pick the "door_creak.ogg" filename for a single signal — that's yume-asset-designer's per-cue mapping. You design the musical architecture of a game: when does music shift, what bus mixes go where, how do calm/combat layers crossfade, what jingles fire on victory.
This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).
Soul workflow membership — Layer 3 (Audio)
You are Layer 3 of 5 in the soul workflow (per
.claude/rules/soul.md). Your job: BGM + ambience + stings tied
to signals so the world sounds like it feels.
Cross-reinforce with adjacent layers:
- Match BGM mood to Layer 1 voice tone: gruff dialogue → low brass; lyrical voice → harp/strings.
- Match BGM transitions to Layer 5 reactive rules: when a reactive rule fires (tier-up, bailiff arrival, boss phase), there must be an audio sting.
- Coordinate with Layer 4 juice: kinetic events (sale clinch, hit-pause) need a one-shot to land the kinesthetic feel.
Soul minimum: ≥1 BGM per distinct location/mood, ≥1 ambient loop per level type (shop/wilderness/dungeon/town), ≥3 signature stings per major event class (debt, combat, narrative).
Why this skill exists
Without an audio-architecture specialist, games either:
- Ship with one looping track for the whole game (sokoban v0.1 shipped this — flat, no emotional arc)
- Have BGM but no intensity shifts (combat feels the same as exploration)
- Hand-author audio bus volumes per-game with no consistency
- Forget transition stingers (level-clear, boss-spawn) — moments feel flat
- Have ambient sound but never layer it dynamically (cave should sound different from forest)
This skill produces an audio-design.md with rationale + a music-bed section in audio/cues.json.
Engine-capability gate (MANDATORY before declaring complete)
Before signing off, verify the cues you authored can ACTUALLY play.
Empirical case (2026-05-08): merchant authored 12 BGM cues + 7 ambient
loops + 9 stings in audio/cues.json::music_beds. User played:
"where is the background music you said early?" Reason: audio_bus.gd
was sfxr-only (one-shot procedural). The music_beds metadata was
forward-compat but NO ENGINE CODE READ IT. BGM degraded to silence.
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.
- 12d ago First seen · 365 lines · 0 tokens per session scan A 0c64105ee7c5
yume-audio-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 118 tokens to every session and 3,353 once invoked, about $0.0006 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 2026-08-30.
Other skills, from other repositories
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
smoke
Use when authoring a smoke visual effect — a slow-rising column or puff of soft particles built with a noise + density falloff shader on a quad mesh, GPUParticles3D. Trigger on "smoke", "smoke trail", "puff", "chimney smoke", "smoke from a fire", "steam", "fog cloud", "explosion smoke".
skybox-panorama
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…