ambient-bed

ambient-bed is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 89 tokens per session (2,996 once invoked), scanned A, original, MIT.

A game-audio helper for creating long, non-musical background ambience, such as forest sounds, dungeon air, city noise, or a spaceship hum. It turns the result into a seamless loop for a Godot project’s ambient audio channel.

In plain words
What is it for?
Use it for room tone, level ambience, background hum, and atmosphere in a game area. It is not for short event sounds, melodic music, or voice lines.
Why use it?
It removes the need to manually prepare a location sound, set its loop behavior, and route it as background atmosphere. The sounds are designed to stay underneath music and events.

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 for room tone, level ambience, background hum, and atmosphere in a game area. It is not for short event sounds, melodic music, or voice lines.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/ambient-bed
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 ambient-bed
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

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agentmods badge for ambient-bed

README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/ambient-bed"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/ambient-bed.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,996 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 $0.00089 $0.02996
Opus 5 $0.00044 $0.01498
Sonnet 5 $0.00018 $0.00599
Haiku 4.5 $0.00009 $0.00300

Measured 10d ago against content hash 720c82210cf5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ambient-bed 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 10d 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.

skills/audio/ambient-bed/SKILL.md · 279 lines

How it starts

The opening of the file, as written. The whole thing — 279 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/ambient-bed — Long Looping Location Ambience

Overview

An ambient bed is the air of a place. Forest at dawn, dungeon corridor, spaceship hum, market street, ocean cave. It plays at low energy under everything else — never melodic, never drawing attention, but its absence is immediately felt. Players don't notice an ambient bed; they notice the silence when you forget one.

This is not music. Use onyx_generate_audio({capability: 'sound_effects'}), not {capability: 'music'}. SFX renders textures; Music renders melody. You want texture.

Generated at 15–22 seconds (the SFX duration ceiling) and looped seamlessly with a Godot loop point and optional crossfade.

When to use

  • Location bed for a level, room, biome, or zone.
  • Background hum / drone under dialogue scenes.
  • Atmosphere layer that complements a music track.

When NOT to use

  • Short event SFX (<5s) → audio/sound-effect.
  • Music with melody / chord progression → audio/music-track.
  • Voice barks → audio/voice-line.

Steps

1. Read the audio bible

Read .onyx/audio-bible.md

The bible's Ambient layer SFX class names the character — usually "continuous, low presence, no looping melody". Honor it. The mix rules sit ambient at the bus level the bible defined (typically Ambient bus around -12 dB).

2. Identify the location

Ask if it's not pinned by context:

Which location's ambience? Be specific — "forest at dawn with light wind and distant birds" beats "outdoors". The model needs the time of day, the weather, and 2–3 sound sources.

3. Build the prompt — environment + time + weather + 2–3 sources + density + duration

ElevenLabs SFX renders ambient textures well when the prompt names sources, not vibes.

Prompts that work:

forest at dawn, gentle wind through leaves, distant bird calls every 6 seconds,
soft creaking branches, no music, no human sound, 22s seamless loop

stone dungeon corridor, distant water drip, low rumble, faint draft, no music,
no creature sound, 22s seamless loop

spaceship corridor, low hum at 60Hz, occasional electronic chirp, ventilation
whoosh, no human voices, 22s seamless loop

medieval marketplace at noon, distant chatter, footsteps on stone, occasional
horse, distant blacksmith hammer, no recognisable words, 22s loop

ocean cave, slow waves entering, low rumble, water drip echoes, no seagulls,
22s seamless loop

night swamp, crickets, distant owl, slow water lapping, occasional frog,
22s seamless loop

abandoned office building, fluorescent hum, distant air conditioning, faint
paper rustle from a vent, no human sound, 22s loop

Read the full file on GitHub · 279 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. 10d ago First seen · 279 lines · 89 tokens per session scan A 720c82210cf5

Subscribe to this mod's changes

ambient-bed is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 89 tokens to every session and 2,996 once invoked, about $0.0004 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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SummerEngine/summer-engine-agent · 85 tokens

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"…

SummerEngine/summer-engine-agent · 89 tokens

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".

SummerEngine/summer-engine-agent · 64 tokens

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".

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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".

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