audio-systems

audio-systems is a skill for Claude Code, Codex from medy-gribkov/arcana. It costs 37 tokens per session (3,081 once invoked), scanned A, original, Apache-2.0.

A guide to building game audio in Unity, including 3D sound, changing music, and sound effects. It covers Unity’s built-in audio and the FMOD and Wwise audio tools.

In plain words
What is it for?
Use it when adding positional sound, adaptive music, sound effects, audio mixing, or performance controls to a Unity game.
Why use it?
It gives you a structure for organizing sounds, balancing them, and keeping audio from using too many system resources.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when adding positional sound, adaptive music, sound effects, audio mixing, or performance controls to a Unity game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/medy-gribkov/arcana/audio-systems
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 medy-gribkov/arcana --skill audio-systems
Clone the repo
git clone --depth 1 https://github.com/medy-gribkov/arcana

Made for: Claude Code, Codex.

Its marketplace also offers this one on its own, as the plugin audio-systems/plugin install audio-systems after adding the marketplace above.

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 audio-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/medy-gribkov/arcana/audio-systems/github.svg)](https://agentmods.dev/skills/medy-gribkov/arcana/audio-systems)
Your own site
<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.

agentmods 80×15 button for audio-systems

Your own site · 80×15
<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>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,081 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 $0.00037 $0.03081
Opus 5 $0.00018 $0.01541
Sonnet 5 $0.00007 $0.00616
Haiku 4.5 $0.00004 $0.00308

Measured 10d ago against content hash 010d337eeb65, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/audio_manager.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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/audio-systems/SKILL.md · 518 lines

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:

  1. Architecture - Set up audio manager and pooling
  2. Integration - Connect middleware (FMOD/Wwise) or native engine
  3. Spatial - Configure 3D positioning and attenuation
  4. Mixing - Balance levels and apply dynamic ducking
  5. 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);
    }
}

Read the full file on GitHub · 518 lines

Files

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.

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. 10d ago First seen · 518 lines · 37 tokens per session scan A 010d337eeb65

Subscribe to this mod's changes

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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