music-track

music-track is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 70 tokens per session (3,262 once invoked), scanned A, original, MIT.

A process for generating either a looped game-music track or a longer cinematic music track. Looped tracks include a marked loop point; cinematic tracks are linear.

In plain words
What is it for?
Creating music for menus, levels, exploration, combat, bosses, intros, endings, and cutscenes, then connecting the result to a Godot audio player. Short sound effects and adaptive layered music belong to other workflows.
Why use it?
It turns a music brief into a track with useful details such as tempo, key, instruments, mood, and structure, rather than relying on a vague generic prompt.

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 Creating music for menus, levels, exploration, combat, bosses, intros, endings, and cutscenes, then connecting the result to a Godot audio player. Short sound effects and adaptive layered music belong to other workflows.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/music-track"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/music-track.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,262 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 $0.00070 $0.03262
Opus 5 $0.00035 $0.01631
Sonnet 5 $0.00014 $0.00652
Haiku 4.5 $0.00007 $0.00326

Measured 11d ago against content hash 3c721853607d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

music-track 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.

skills/audio/music-track/SKILL.md · 269 lines

How it starts

The opening of the file, as written. The whole thing — 269 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/music-track — Generate a Loop or Cinematic Music Track

Overview

ElevenLabs Music renders 10–300 seconds of music from a prompt. The output quality depends entirely on prompt specificity: tempo (BPM), key, instrumentation, mood, structural cue. "Epic orchestral" returns generic stock music. "85 BPM, D minor, solo cello and detuned upright piano, sparse, melancholic, no drums, 4/4" returns a usable score for a melancholic exploration scene.

This skill produces one track aligned with the audio bible's music style and dynamic music plan, then wires it as an AudioStreamPlayer on the Music bus with a marked loop point if it's a loop, or as a linear cinematic stream if it's a one-shot.

When to use

  • Looped track for a level, biome, menu, or game state (calm / tension / combat).
  • Cinematic linear track for an intro, ending, boss reveal, or cutscene.
  • Replacing a placeholder loop with on-bible music.

When NOT to use

  • Short stings / event punctuation (<5s) → use audio/sound-effect with class Stinger.
  • Adaptive layered stems with state-driven crossfades → audio/adaptive-music.
  • Ambient bed with no melody → audio/ambient-bed.

Steps

1. Read the audio bible

Read .onyx/audio-bible.md

The bible names the primary style, tempo range, key center, time signature, and the dynamic music model. This skill writes prompts that respect those numbers.

If no bible exists:

No .onyx/audio-bible.md. Music without an audio bible drifts into stock-library territory. Run /audio-direction first, or I can ship a one-off with explicit defaults — your call.

2. Identify the track's role

Ask if not obvious:

Which slot in the dynamic music plan? Calm exploration, tension, combat, boss, victory, menu, ending, or one-off cutscene?

Each slot has different rules:

Slot Tempo Energy Instrumentation density Loop or linear
Calm exploration bible low end (e.g. 70–90) Low Sparse Loop, ≥45s
Tension mid (e.g. 90–110) Medium, no drums or sparse pulse Adds one instrument Loop, ≥45s
Combat high (e.g. 120–150) High, full drums Full Loop, ≥45s
Boss high or low-and-menacing Distinct from combat Distinct, named instrument Loop, ≥60s
Victory sting n/a Resolution n/a Linear, 4–8s (use SFX skill instead)
Menu / title bible mid Atmospheric Anchor instrument Loop, ≥30s
Cutscene varies Linear arc Varies Linear, 60–180s
Ending varies Linear arc with resolution Varies Linear, 60–300s

Read the full file on GitHub · 269 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 · 269 lines · 70 tokens per session scan A 3c721853607d

Subscribe to this mod's changes

music-track is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 70 tokens to every session and 3,262 once invoked, about $0.0003 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.

Related

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kevinpbuckley/VibeUE · 63 tokens

adaptive-music

Use when wiring music stems to game state — combat / explore / boss / tension crossfades on a shared bus. Pairs generated stems with a state machine and AudioBus structure. Trigger on "adaptive music", "dynamic music", "music changes when combat starts", "layered music", "vertical music", "wire stems".

SummerEngine/summer-engine-agent · 71 tokens

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…

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".

SummerEngine/summer-engine-agent · 70 tokens