audio

audio is a skill for Claude Code, Codex from OpenDCAI/GameFactory-3A. It costs 0 tokens per session (2,048 once invoked), scanned A, original, Apache-2.0.

A workflow for creating offline WAV audio assets for games, including dialogue, sound effects, environmental sounds, and music-like ambience. It records each asset's intended game moment and source before generation and review.

In plain words
What is it for?
Use it to plan, generate, store, and validate game voice lines, effects, foley, ambience, and other WAV files.
Why use it?
It gives generated audio a consistent place in the game's asset pipeline and keeps asset creation separate from playback code. This makes results easier to check and connect to the correct game event.

Skill for Claude CodeCodex

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

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is bash scripts/asset_env_setup/audio/cloud_api_install.sh.

Good fit Use it to plan, generate, store, and validate game voice lines, effects, foley, ambience, and other WAV files.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/OpenDCAI/GameFactory-3A
agentmods
npx agentmods add skills/opendcai/gamefactory-3a/audio

Made for: Claude Code, Codex.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/audio/github.svg)](https://agentmods.dev/skills/opendcai/gamefactory-3a/audio)
Your own site
<a href="https://agentmods.dev/skills/opendcai/gamefactory-3a/audio"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/audio/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

Your own site · 80×15
<a href="https://agentmods.dev/skills/opendcai/gamefactory-3a/audio"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,048 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00000 $0.02048
Opus 5.5 $0.00000 $0.00819
Sonnet 5.5 $0.00000 $0.00410
Haiku 4.5 $0.00000 $0.00205

Measured 1mo ago against content hash 3dfab50c9f61, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

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.

agent_skills/asset_qa/audio/SKILL.md · 215 lines

How it starts

The opening of the file, as written. The whole thing — 215 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Audio generation and QA Skill

Use this Skill when a game plan requires dialogue, voice lines, sound effects, foley, ambience, or other offline WAV assets. This is asset generation, not a runtime audio-playback contract; use the selected engine context after an asset has passed review.

Scope and output

The audio chain is:

Task dict / JSONL → GenAudioOperator → selected audio model → WAV + meta.json
  • Model implementations: <REPO_PATH>/models/gen_audio/
  • Task and artifact handling: <REPO_PATH>/operators/gen_audio/
  • Runner and batch execution: <REPO_PATH>/pipeline/assets_gen/gen_audio/
  • Free smoke checks: <REPO_PATH>/test/harness/
  • Generated results: <REPO_PATH>/test_data/outputs/<game_id>/<run_id>/assets/audio/<task_id>/

Use <REPO_PATH>/pipeline/common/paths.py for output locations. Mechanics and UI belong in that game's run directory, not in root-level <REPO_PATH>/test_data/outputs/mechanic/ or <REPO_PATH>/test_data/outputs/ui/ directories.

Plan before generating

For every audio task, record:

  1. the game moment and source (player, enemy, world, UI, cinematic);
  2. asset type: dialogue or sound_effect;
  3. duration required by the game code that will play it (fire-rate interval, animation length, loop period), plus language/voice requirements, emotional delivery, distance, perspective, and any diegetic context;
  4. style references, loudness/mixing intent, looping need, and acceptance criteria;
  5. route (download vs generate), backend choice, expected cost, and licence/provenance.

Do not ask a generator to imitate a named living performer or use reference recordings without the required rights. Never commit audio API keys or private reference recordings.

Backend selection

Need Preferred route Notes
Character dialogue / TTS Qwen3-TTS or Seed Audio Choose a voice that is licensed and suitable for the game; record speaker configuration.
Natural / mechanical one-shots (gunshots, thunder, rain, wind, footsteps, engines, impacts, doors) Download a licence-checked recording A real recording beats a generated one for these; see Download natural sound effects first below.
Sound effects / foley / ambience that cannot be sourced Sony Woosh-DFlow or Seed Audio Generate a focused one-shot first; layer and mix only after QA.
Fast cloud dialogue or SFX Seed Audio 1.0 One API supports both slots and outputs an offline WAV asset.

Read the full file on GitHub · 215 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 · 215 lines · 0 tokens per session scan A 3dfab50c9f61

Subscribe to this mod's changes

audio is a skill published in the GitHub repository OpenDCAI/GameFactory-3A (938 stars, last pushed 7d ago), licensed Apache-2.0. It costs nothing until one of its globs matches a file; then it loads 2,048 tokens. 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.

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