adaptive-music

adaptive-music is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 71 tokens per session (3,925 once invoked), scanned A, a copy of adaptive-music, MIT.

A game-audio helper for connecting music tracks or stems to changing game states, such as exploration, combat, tension, and victory. It uses crossfades and shared audio routing so the music can change as gameplay changes.

In plain words
What is it for?
Use it to switch or layer music when the player's situation changes. It is for dynamic music setup, not for generating the music or playing one unchanging loop.
Why use it?
It removes the need to manually coordinate music playback with a game's state machine, which is the code that tracks situations such as combat or exploration. It assumes the music files already exist.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it to switch or layer music when the player's situation changes. It is for dynamic music setup, not for generating the music or playing one unchanging loop.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/adaptive-music
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 ouzlifaneyassine1-dot/onyx-engine --skill adaptive-music
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 adaptive-music

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/adaptive-music/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/adaptive-music)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/adaptive-music"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/adaptive-music/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 adaptive-music

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/adaptive-music"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/adaptive-music.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,925 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 94% copy Near-identical to another mod 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 $0.00071 $0.03925
Opus 5 $0.00036 $0.01962
Sonnet 5 $0.00014 $0.00785
Haiku 4.5 $0.00007 $0.00392

Measured 11d ago against content hash 6cd828f629c0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

adaptive-music 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 11d 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.

Origin

This is a copy

94% identical to adaptive-music — 50 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/audio/adaptive-music/SKILL.md · 327 lines

How it starts

The opening of the file, as written. The whole thing — 327 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/adaptive-music — Wire Stems to Game State

Overview

This is the wiring skill, not the generation skill. The job is to take 3–5 music stems (or full tracks) and connect them to a game state machine so the music shifts as the player's situation changes — exploration → tension → combat → victory → exploration — with crossfades, ducking, and bus routing the player never consciously notices but always feels.

This skill assumes the stems already exist. If they don't, run /music-track first for each state, or generate matching stems (same tempo, same key, same bar count) so they layer/crossfade cleanly.

When to use

  • The audio bible specifies a dynamic music model (layered stems / vertical re-orchestration / horizontal sequencing).
  • You have at least two music tracks for two different states and want the engine to switch between them.
  • Player-state-driven crossfades, not random shuffling.

When NOT to use

  • Generating the stems themselves → /music-track.
  • Single static loop with no state changes → /music-track and an AudioStreamPlayer is enough.

Steps

1. Read the audio bible's dynamic music plan

Read .onyx/audio-bible.md

Quote the plan back. Example:

Bible plan: Layered stems. States CALM / TENSION / COMBAT / VICTORY. CALM → TENSION on enemy detect (2s crossfade). TENSION → COMBAT on first damage (instant drum stem). COMBAT → VICTORY on last enemy dies (drum cuts, brass swell). VICTORY → CALM after 4s. Music ducks -6 dB on dialogue.

If the plan is absent, run /audio-direction step 6 first.

2. Pick the wiring model

Model When Implementation
Horizontal sequencing 3–5 full tracks, one per state, crossfade One AudioStreamPlayer per track on the Music bus, tween volumes on state change
Layered stems One base loop + drum/brass/strings stems that turn on with intensity All stems play simultaneously at silence; mute/unmute via volume tween
Vertical re-orchestration Same melody, different orchestration per state, snap on bar All variants play simultaneously muted; swap on next bar boundary
Procedural / generative Rules generate music in real-time Beyond this skill; needs a custom system

Read the full file on GitHub · 327 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. 11d ago First seen · 327 lines · 71 tokens per session scan A 6cd828f629c0

Subscribe to this mod's changes

adaptive-music is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 71 tokens to every session and 3,925 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to adaptive-music, differing in 50 lines, and is treated as a copy.

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