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/plausibleventures/lattice/soundnpx skills add plausibleventures/lattice --skill soundgit clone --depth 1 https://github.com/plausibleventures/latticeWrote 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.
[](https://agentmods.dev/skills/plausibleventures/lattice/sound)<a href="https://agentmods.dev/skills/plausibleventures/lattice/sound"><img src="https://agentmods.dev/badge/skills/plausibleventures/lattice/sound.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00073 | $0.03792 |
| Opus 5 | $0.00036 | $0.01896 |
| Sonnet 5 | $0.00015 | $0.00758 |
| Haiku 4.5 | $0.00007 | $0.00379 |
Grade A, and why
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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 298 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Sound
No files. A table of ten-number recipes becomes the whole sound of a game, and there is no
AudioContext until the player touches something.
Two rules before anything else:
- No sound comes out until a user gesture unlocks the audio. Browsers refuse otherwise. This
package installs no listener of its own — you call
unlock()from your own handler. play()returns accepted, not audible. The throttle, the ladder and the voice ceiling all run with no device present; only the rendering does not. That is what makes the policy layer testable in Node.
A game's whole sound
import { createAudio, createBed, validateSounds } from '@latticekit/audio';
import type { SoundDef } from '@latticekit/audio';
const SOUNDS = {
tap: { bus: 'ui', minGapMs: 40,
layers: [{ wave: 'sine', hz: 1180, gain: 0.05, hold: 0.03, cutoff: 2400 }] },
place: { bus: 'sfx', minGapMs: 60,
layers: [{ wave: 'triangle', hz: 180, toHz: 90, gain: 0.22, hold: 0.14, cutoff: 1200 },
{ wave: 'noise', hz: 0, gain: 0.10, hold: 0.05, cutoff: 3000 }] },
collect: { bus: 'sfx', minGapMs: 45, ladder: { steps: 5, windowMs: 900 },
layers: [{ wave: 'triangle', hz: 660, toHz: 880, gain: 0.16, hold: 0.1, cutoff: 3200 }] },
deny: { bus: 'ui', minGapMs: 120,
layers: [{ wave: 'square', hz: 140, gain: 0.08, hold: 0.09, cutoff: 900 }] },
} satisfies Record<string, SoundDef>;
export const audio = createAudio({ sounds: SOUNDS });
/** Assert this is empty in your own test. `validateSounds` returns problems rather than
* throwing, because a shipped game must not refuse to start because a sound is 0.03 too loud. */
export const problems = validateSounds(SOUNDS);
/** From YOUR handler. This package installs no listener — a listener at import time is exactly
* the boot-time side effect the determinism rule exists to prevent. */
export function onFirstTouch(): void {
audio.unlock();
}
/** The ambience. One continuous bed, driven by numbers the game already has. */
export const bed = createBed(audio, [
{ wave: 'sine', hz: 50, gain: 0.16, cutoff: 220, cutoffAtFull: 1.2 },
{ wave: 'noise', hz: 0, gain: 0.10, cutoff: 320, cutoffAtFull: 4.2, band: [0, 0.55] },
{ wave: 'sine', hz: 88, gain: 0.07, cutoff: 400, cutoffAtFull: 2.0, band: [0.45, 1] },
]);
/** Every frame, with the SAME number that lerps the palette — so the world cannot look warm
* and sound cold, and a mismatch cannot get reported as a lighting bug. */
export function everyFrame(activity: number, daylight: number): void {
bed.set(activity, daylight);
}
export function collect(): void {
audio.play('collect'); // twenty of these in one tap is one chord, never twenty blips
}
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.
- 6d ago First seen · 298 lines · 73 tokens per session scan A df777cd67900
sound is a skill published in the GitHub repository plausibleventures/lattice (36 stars, last pushed 13d ago), licensed MIT. It adds 73 tokens to every session and 3,792 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 2026-08-30.
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…
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).