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 agentmods add skills/phuonghx/aim-cli/game-audionpx skills add phuonghx/aim-cli --skill game-audiogit clone --depth 1 https://github.com/phuonghx/aim-cliWhat 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 | $0.00095 | $0.01465 |
| Opus 5 | $0.00048 | $0.00732 |
| Sonnet 5 | $0.00019 | $0.00293 |
| Haiku 4.5 | $0.00010 | $0.00146 |
Grade A, and why
game-audio 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 yesterday.
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.
How it starts
The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Audio
How sound gets designed, scored, and mixed so it strengthens the experience instead of cluttering it.
Categories and Who Wins
Different sound types behave differently and deserve different handling.
| Type | Typical behavior | Examples |
|---|---|---|
| Music | Loops, crossfades, gets ducked | Background score, combat theme |
| SFX | One-shot, often positioned in 3D | Footsteps, impacts |
| Ambient | A looping background bed | Wind, distant crowd, forest |
| UI | Fires immediately, no spatialization | Clicks, notifications |
| Voice | Top priority, triggers ducking | Dialogue, announcer |
When too many sounds fight for the mix at once, resolve it in this order:
- Voice — must always cut through
- Player SFX — the player's own feedback can't be lost
- Enemy SFX — gameplay-relevant, keep it audible
- Music — sets mood, safe to duck
- Ambient — lowest stakes, first to give way
Designing Sounds
Four ways to make a sound
| Method | Reach for it when | Catch |
|---|---|---|
| Field recording | You need realism | Top quality, but slow to capture |
| Synthesis | Sci-fi, retro, or UI tones | Distinctive, but takes skill |
| Library samples | You need speed | Fast, but generic and license-bound |
| Layering | You want the strongest result | Best payoff, most labor |
Build big sounds in layers
A convincing gunshot, for instance, stacks four parts:
| Layer | Role | In a gunshot |
|---|---|---|
| Transient / attack | The sharp leading edge | Click, snap |
| Body | The main mass of the sound | Boom, blast |
| Tail | Decay and room response | Reverb, echo |
| Sweetener | A detail that sells realism | Shell casing, mechanical clink |
Music That Follows the Game
Drive music off game state
| State | Music response |
|---|---|
| Menu | Calm, loopable theme |
| Exploration | Ambient, atmospheric bed |
| Combat detected | Transition into rising tension |
| Combat engaged | Full battle track |
| Victory | Stinger, then settle into calm |
| Defeat | Somber stinger |
| Boss | Bespoke, multi-phase piece |
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.
- yesterday First seen · 170 lines · 95 tokens per session scan A b94aecc603b8
game-audio is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 95 tokens to every session and 1,465 once invoked, about $0.0005 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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