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 agentmods add skills/misonl/ling/game-audionpx skills add MisonL/Ling --skill game-audiogit clone --depth 1 https://github.com/MisonL/LingWrote 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/misonl/ling/game-audio)<a href="https://agentmods.dev/skills/misonl/ling/game-audio"><img src="https://agentmods.dev/badge/skills/misonl/ling/game-audio.svg" alt="Measured on agentmods" 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 | $0.00022 | $0.01815 |
| Opus 5 | $0.00011 | $0.00907 |
| Sonnet 5 | $0.00004 | $0.00363 |
| Haiku 4.5 | $0.00002 | $0.00181 |
Grade A, and why
game-audio 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 4d 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 — 191 lines — stays where its author put it; the contents beside it link to each section on GitHub.
游戏音频原则
为沉浸式游戏体验提供声音设计与音乐集成。
1. 音频分类系统
分类定义
| 分类 | 行为 | 示例 |
|---|---|---|
| Music(音乐) | 循环、交叉淡入淡出、ducking(闪避) | BGM、战斗音乐 |
| SFX(音效) | 单次触发、3D 定位 | 脚步声、撞击声 |
| Ambient(环境) | 循环、背景层 | 风、人群、森林 |
| UI(界面) | 立即、非 3D | 按钮点击、通知 |
| Voice(语音) | 优先级、触发闪避 | 对话、播音员 |
优先级层级
当声音争夺通道时:
1. Voice(最高,始终可听)
2. Player SFX(玩家音效,反馈关键)
3. Enemy SFX(敌人音效,玩法重要)
4. Music(音乐,情绪但可闪避)
5. Ambient(环境,最低,可丢弃)
2. 声音设计决策
SFX 制作方法
| 方法 | 何时使用 | 权衡 |
|---|---|---|
| Recording(录音) | 真实需求 | 高质量、耗时 |
| Synthesis(合成) | 科幻、复古、UI | 独特、需要技能 |
| Library samples(库采样) | 快速制作 | 常见声音、许可 |
| Layering(分层) | 复杂声音 | 最佳结果、更多工作 |
分层结构
| 层 | 目的 | 示例:枪声 |
|---|---|---|
| Attack(起音) | 初始瞬态 | 咔哒声、啪声 |
| Body(主体) | 主要特征 | 轰鸣、爆炸 |
| Tail(尾音) | 衰减、空间 | 混响、回声 |
| Sweetener(润色) | 特殊调料 | 弹壳声、机械声 |
3. 音乐集成
音乐状态系统
游戏状态 -> 音乐响应
|
+-- 菜单 -> 平静、可循环主题
+-- 探索 -> 环境、大气
+-- 检测到战斗 -> 过渡到紧张
+-- 战斗进行中 -> 完整战斗音乐
+-- 胜利 -> Stinger(短句)+ 平静过渡
+-- 失败 -> 忧郁短句
+-- Boss -> 独特、多阶段轨道
过渡技术
| 技术 | 何时使用 | 感觉 |
|---|---|---|
| Crossfade(交叉淡入淡出) | 平滑情绪转变 | 渐进 |
| Stinger(短句) | 立即事件 | 戏剧性 |
| Stem mixing(分轨混合) | 动态强度 | 无缝 |
| Beat-synced(节拍同步) | 节奏玩法 | 音乐性 |
| Queue point(队列点) | 下一个自然中断 | 干净 |
4. 自适应音频决策
强度参数
| 参数 | 影响 | 示例 |
|---|---|---|
| Threat level(威胁等级) | 音乐强度 | 敌人数量 |
| Health(健康) | 滤波器、混响 | 低血量 = 闷响 |
| Speed(速度) | Tempo(速度)、能量 | 赛车速度 |
| Environment(环境) | 混响、EQ | 洞穴与户外 |
| Time of day(一天中的时间) | 情绪、音量 | 夜晚 = 更安静 |
垂直与水平
| 系统 | 变化内容 | 最适合 |
|---|---|---|
| 垂直(层) | 添加/移除乐器层 | 强度缩放 |
| 水平(段) | 不同的音乐段落 | 状态变化 |
| 组合 | 两者都有 | AAA 自适应配乐 |
5. 3D 音频决策
空间化
| 元素 | 3D 定位? | 原因 |
|---|---|---|
| 玩家脚步声 | 否(或微妙) | 始终可听 |
| 敌人脚步声 | 是 | 方向感知 |
| 枪声 | 是 | 战斗感知 |
| 音乐 | 否 | 情绪、非叙事性 |
| 环境区域 | 是(区域) | 环境 |
| UI 声音 | 否 | 界面反馈 |
距离行为
| 距离 | 声音行为 |
|---|---|
| 近 | 全音量、全频率 |
| 中 | 音量衰减、高频滚降 |
| 远 | 低音量、低通滤波器 |
| 最大 | 寂静或环境提示 |
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.
- 4d ago First seen · 191 lines · 22 tokens per session scan A 2070b6e38414
game-audio is a skill published in the GitHub repository MisonL/Ling (8 stars, last pushed 5mo ago), licensed MIT. It adds 22 tokens to every session and 1,815 once invoked, about $0.0001 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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