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 medy-gribkov/arcana --skill audio-systemsgit clone --depth 1 https://github.com/medy-gribkov/arcanaWrote 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/medy-gribkov/arcana/audio-systems)<a href="https://agentmods.dev/skills/medy-gribkov/arcana/audio-systems"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/audio-systems/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/medy-gribkov/arcana/audio-systems"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/audio-systems.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 | $0.00037 | $0.03081 |
| Opus 5 | $0.00018 | $0.01541 |
| Sonnet 5 | $0.00007 | $0.00616 |
| Haiku 4.5 | $0.00004 | $0.00308 |
Grade A, and why
audio-systems 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 10d 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 — 518 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Audio Systems
Implementation Workflow
Follow this pattern for professional audio integration:
- Architecture - Set up audio manager and pooling
- Integration - Connect middleware (FMOD/Wwise) or native engine
- Spatial - Configure 3D positioning and attenuation
- Mixing - Balance levels and apply dynamic ducking
- Optimization - Limit voices, compress assets, stream large files
Unity Native Audio Manager
Step 1: Create Pooled Audio System
// Production-ready audio manager with object pooling
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance { get; private set; }
[System.Serializable]
public class SoundBank
{
public string id;
public AudioClip[] clips;
[Range(0f, 1f)] public float volume = 1f;
[Range(0.1f, 3f)] public float pitchVariation = 0.1f;
public bool spatial = true;
}
[SerializeField] private SoundBank[] _soundBanks;
[SerializeField] private int _poolSize = 20;
[SerializeField] private AudioMixerGroup _sfxMixer;
private Dictionary<string, SoundBank> _bankLookup;
private Queue<AudioSource> _sourcePool;
void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
InitializePool();
BuildLookup();
}
public void PlaySound(string id, Vector3 position)
{
if (!_bankLookup.TryGetValue(id, out var bank))
{
Debug.LogWarning($"Sound '{id}' not found");
return;
}
var source = GetPooledSource();
source.transform.position = position;
source.clip = bank.clips[Random.Range(0, bank.clips.Length)];
source.volume = bank.volume;
source.pitch = 1f + Random.Range(-bank.pitchVariation, bank.pitchVariation);
source.spatialBlend = bank.spatial ? 1f : 0f;
source.outputAudioMixerGroup = _sfxMixer;
source.Play();
StartCoroutine(ReturnToPool(source, source.clip.length));
}
private void InitializePool()
{
_sourcePool = new Queue<AudioSource>();
for (int i = 0; i < _poolSize; i++)
{
_sourcePool.Enqueue(CreateNewSource());
}
}
private void BuildLookup()
{
_bankLookup = new Dictionary<string, SoundBank>();
foreach (var bank in _soundBanks)
{
_bankLookup[bank.id] = bank;
}
}
private AudioSource GetPooledSource()
{
return _sourcePool.Count > 0 ? _sourcePool.Dequeue() : CreateNewSource();
}
private AudioSource CreateNewSource()
{
var go = new GameObject("AudioSource");
go.transform.SetParent(transform);
return go.AddComponent<AudioSource>();
}
private IEnumerator ReturnToPool(AudioSource source, float delay)
{
yield return new WaitForSeconds(delay + 0.1f);
source.Stop();
_sourcePool.Enqueue(source);
}
}
What ships with it
3 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.
- 10d ago First seen · 518 lines · 37 tokens per session scan A 010d337eeb65
audio-systems is a skill published in the GitHub repository medy-gribkov/arcana (1 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 37 tokens to every session and 3,081 once invoked, about $0.0002 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 2026-08-31.
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