Ling: Skill for Claude Code

.agents/skills/game-development/game-audio/SKILL.md

game-audio is a skill for Claude Code from MisonL/Ling. It costs 22 tokens per session (1,815 once invoked), scanned A, original, MIT.

A guide to designing and integrating game sounds, music, and audio that changes with gameplay. It covers music, sound effects, environmental sound, interface sounds, and voice.

In plain words
What is it for?
Use it to plan sound categories, sound-effect layers, music transitions, and adaptive audio behavior in a game.
Why use it?
It helps organize competing sounds so important feedback and dialogue remain audible. It also explains how music can change smoothly as the game moves between menus, exploration, combat, victory, and failure.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

This is MisonL/Ling's own configuration. It tells Claude Code how to work on Ling itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything Ling configures →

Reuse

Borrowing it

Nothing to install: this file belongs to MisonL/Ling. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/MisonL/Ling/main/.agents/skills/game-development/game-audio/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/MisonL/Ling

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
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Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,815 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 $0.00022 $0.01815
Opus 5.5 $0.00009 $0.00726
Sonnet 5.5 $0.00004 $0.00363
Haiku 4.5 $0.00002 $0.00181

Measured 1mo ago against content hash 2070b6e38414, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 1mo 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.

.agents/skills/game-development/game-audio/SKILL.md · 191 lines

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

Read the full file on GitHub · 191 lines

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. 1mo ago First seen · 191 lines · 22 tokens per session scan A 2070b6e38414

Subscribe to this mod's changes

game-audio is a skill published in the GitHub repository MisonL/Ling (8 stars, last pushed 7mo ago), licensed MIT. It adds 22 tokens to every session and 1,815 once invoked, about $0.0001 per session on Opus 5.5. 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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