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 skills add ouzlifaneyassine1-dot/onyx-engine --skill adaptive-musicgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/adaptive-music)<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.
<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>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 5.1 | $0.00071 | $0.03925 |
| Opus 5 | $0.00036 | $0.01962 |
| Sonnet 5 | $0.00014 | $0.00785 |
| Haiku 4.5 | $0.00007 | $0.00392 |
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.
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.
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-trackand anAudioStreamPlayeris 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 dBon 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 |
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.
- 11d ago First seen · 327 lines · 71 tokens per session scan A 6cd828f629c0
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.
Other skills, from other repositories
metasounds
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
voice-line
Use when generating TTS voice lines — NPC barks, narrator, dialogue. Covers where voice ids come from, a character-to-voice decision tree, stability/style/similarity guidance, and the multi-line dialogue case via texttodialogue. Trigger on "make a voice line", "narrator", "NPC says", "voice for the merchant", "TTS…
ambient-bed
Use when generating a long looping location ambience — forest at dawn, dungeon air, city street, spaceship hum, cave drip. Non-melodic, low-energy, never draws attention. Wires as a looping AudioStreamPlayer on the Ambient bus with a marked seamless loop. Trigger on "ambient bed", "room tone", "background ambience"…
audio-direction
Use when defining the sonic identity — music style, instruments, SFX vocabulary, dynamic music plan. Outputs an audio bible at .summer/audio-bible.md. Trigger on "audio direction", "audio bible", "music style", "sound design", "what should it sound like", "dynamic music".
music-track
Use when generating a looped or cinematic music track. Loops are authored at >=30s with a marked loop point; cinematic tracks at >=60s linear. Trigger on "generate music", "make a calm track", "boss music", "title screen music", "main theme", "exploration loop", "combat track".
sound-effect
Use when generating short SFX one-shots — footsteps, weapon swings, UI clicks, hit impacts, environmental cues. Wires the resulting clip as an AudioStreamPlayer / 2D / 3D and auto-frees on finished. Trigger on "make a sword swing sound", "generate a UI click", "I need a footstep", "add a hit sound", "spawn an SFX".