audio-and-sound

audio-and-sound is a skill for Claude Code, Codex from phaserjs/phaser. It costs 56 tokens per session (5,176 once invoked), scanned A, original, MIT.

A guide to adding sound and music to Phaser 4, a JavaScript game framework. It covers loading audio, playing it, changing volume, and handling sound around the game.

In plain words
What is it for?
Use it to add background music, sound effects, looping tracks, mute and volume controls, audio sprites, panning, and sound that changes with position.
Why use it?
It helps avoid writing separate audio code for different web browsers and handles common browser restrictions on starting sound.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/phaserjs/phaser/audio-and-sound
Any agent
npx skills add phaserjs/phaser --skill audio-and-sound
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

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 audio-and-sound

README.md
[![agentmods](https://agentmods.dev/badge/skills/phaserjs/phaser/audio-and-sound.svg)](https://agentmods.dev/skills/phaserjs/phaser/audio-and-sound)
Your own site
<a href="https://agentmods.dev/skills/phaserjs/phaser/audio-and-sound"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/audio-and-sound.svg" alt="Measured on agentmods" height="20"></a>
Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,176 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00056 $0.05176
Opus 5 $0.00028 $0.02588
Sonnet 5 $0.00011 $0.01035
Haiku 4.5 $0.00006 $0.00518

Measured 4d ago against content hash c17c36b104d2, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

audio-and-sound 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 4d 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-and-sound/SKILL.md · 454 lines

How it starts

The opening of the file, as written. The whole thing — 454 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Audio and Sound

Phaser provides a unified Sound system via this.sound (a SoundManager) that abstracts over Web Audio API and HTML5 Audio. It handles loading, playback, volume, panning, looping, markers, audio sprites, spatial audio, and browser autoplay-policy unlocking.

Key source paths: src/sound/BaseSoundManager.js, src/sound/BaseSound.js, src/sound/webaudio/, src/sound/html5/, src/sound/SoundManagerCreator.js, src/sound/events/, src/sound/typedefs/ Related skills: ../loading-assets/SKILL.md, ../game-setup-and-config/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    preload() {
        this.load.audio('bgm', 'assets/music.mp3');
        this.load.audio('coin', ['assets/coin.ogg', 'assets/coin.mp3']);
    }

    create() {
        // Fire-and-forget (auto-destroys when complete)
        this.sound.play('coin');

        // Retained reference for ongoing control
        this.music = this.sound.add('bgm', { loop: true, volume: 0.5 });
        this.music.play();
    }
}

Assets loaded via this.load.audio() in preload() are ready by the time create() runs. Provide an array of URLs for cross-browser format fallback.

Core Concepts

WebAudio vs HTML5 Audio

Phaser auto-selects the best backend via SoundManagerCreator.create():

  1. If config.audio.noAudio is true, or the device supports neither Web Audio nor HTML5 Audio, a NoAudioSoundManager is created (all calls are no-ops).
  2. If the device supports Web Audio and config.audio.disableWebAudio is not true, a WebAudioSoundManager is created (preferred).
  3. Otherwise, an HTML5AudioSoundManager is created as fallback.

WebAudio advantages: precise timing, gapless looping, stereo panning (StereoPannerNode), spatial audio (PannerNode), per-sound gain nodes, decodeAudio() for runtime decoding.

HTML5 Audio limitations: no spatial audio, no real stereo panning (pan fires events but no audible effect), less precise looping, requires instances count at load time for simultaneous playback.

Read the full file on GitHub · 454 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. 4d ago First seen · 454 lines · 56 tokens per session scan A c17c36b104d2

Subscribe to this mod's changes

audio-and-sound is a skill published in the GitHub repository phaserjs/phaser (40,246 stars, last pushed 14d ago), licensed MIT. It adds 56 tokens to every session and 5,176 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 2026-08-30.

Related

Other skills, from other repositories

phaser3-engineer

!cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/input-validation.md 2>/dev/null || true !cat skills/shared/protocols/tool-efficiency.md 2>/dev/null || true !cat…

buiphucminhtam/forgewright · 71 tokens

THREE.Terrain

Use this guide when an agent must build, modify, inspect, or document a terrain scene with THREE.Terrain. The library creates heightmapped Three.js terrain and provides procedural generators, filters, material blending, decoration tools, grass, image conversion, analysis, and seeded randomness.

IceCreamYou/THREE.Terrain · 0 tokens

onejs-setup-and-overview

Use this skill whenever the user wants to build or set up user interface in a Unity project using OneJS, React, TypeScript, or JSX, e.g. 'add a main menu to my game', 'build a settings screen', 'make a HUD', 'set up OneJS', 'my OneJS panel is blank', 'the UI is not hot reloading'. Covers confirming OneJS is installed…

Singtaa/OneJS · 199 tokens

PuerTS Agent Development Guide

Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.

Tencent/puerts · 39 tokens

Install PuerTS for Unity

Guide for downloading and installing PuerTS UPM packages into a Unity project — covers version selection, package dependencies, download/extract and git URL installation methods, and Editor Assistant setup.

Tencent/puerts · 44 tokens

puerts_changelogs

指引如何为 puerts 项目编写 Unity 和 Unreal 的 changelog.

Tencent/puerts · 22 tokens