sound-effect

sound-effect is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 86 tokens per session (2,853 once invoked), scanned A, a copy of sound-effect, MIT.

A game-audio helper for creating one short sound effect, such as a footstep, weapon swing, click, or impact, and adding it to a Godot scene. It can place the sound on a 2D or 3D audio player for one-time playback.

In plain words
What is it for?
Use it for short one-shot sounds, brief loops under two seconds, and replacing placeholder beeps. It is not intended for music, long environmental ambience, or dialogue.
Why use it?
It removes the need to create the sound and manually connect playback code for each small game event. It also helps keep sound names aligned with the project's audio vocabulary.

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 short one-shot sounds, brief loops under two seconds, and replacing placeholder beeps. It is not intended for music, long environmental ambience, or dialogue.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/sound-effect"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/sound-effect.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,853 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 86% 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 $0.00086 $0.02853
Opus 5 $0.00043 $0.01426
Sonnet 5 $0.00017 $0.00571
Haiku 4.5 $0.00009 $0.00285

Measured 11d ago against content hash 4c0ad2f5a96b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

sound-effect 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

86% identical to sound-effect — 47 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/sound-effect/SKILL.md · 238 lines

How it starts

The opening of the file, as written. The whole thing — 238 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/sound-effect — Generate a Short SFX One-Shot and Wire It

Overview

This skill produces one named SFX clip aligned with the audio bible's vocabulary, then wires it into the scene as an AudioStreamPlayer that plays once and frees its parent (or stops cleanly if it's a looped texture). The shape of the prompt is what makes the difference between "metal sword swing whoosh, dry, sharp, 250ms" returning the right clip on the first try and "epic battle sound" returning twenty seconds of musical noise.

ElevenLabs SFX (the sound_effects capability of onyx_generate_audio) is literal. It treats the prompt as a description of a real sound, not as a vibe. Concrete material + action + intensity beats adjectives every time.

When to use

  • One-shot SFX: footstep, swing, click, hit, impact, pickup, jump, land, door, breath.
  • Short loops < 2s: hum, drone snippet, rain texture (for very short looping ambients prefer audio/ambient-bed).
  • Replacing a placeholder beep with something on-bible.

When NOT to use

  • Music or musical stings → audio/music-track.
  • Long location ambience (>5s) → audio/ambient-bed.
  • Voice / dialogue → audio/voice-line.
  • Defining the vocabulary of SFX — that's audio/audio-direction. This skill executes against an existing bible.

Steps

1. Read the audio bible

Read .onyx/audio-bible.md

If it doesn't exist, ask:

No audio bible at .onyx/audio-bible.md. Want to run /audio-direction first to define the SFX vocabulary, or shall I just one-shot this with sensible defaults?

The bible defines an SFX class (UI, Pickup positive, Damage, Footstep, Attack, Stinger, Ambient layer, Pickup neutral). Map the user's request to a class. Quote the class's character and DON'Ts back so the prompt obeys them.

2. Search for an existing clip first

Generation is metered. Reuse beats regenerate.

onyx_search_assets(query="<class> <subject>", filter={ kind: "audio" })

If something fits, ask:

Found audio/sfx/sword_swing_01.wav. Use this, or generate fresh?

Read the full file on GitHub · 238 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 · 238 lines · 86 tokens per session scan A 4c0ad2f5a96b

Subscribe to this mod's changes

sound-effect is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 86 tokens to every session and 2,853 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to sound-effect, differing in 47 lines, and is treated as a copy.

Related

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.

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