sound

sound is a skill for Claude Code from plausibleventures/lattice. It costs 73 tokens per session (3,792 once invoked), scanned A, original, MIT.

A system for creating game sounds and music from code, without storing audio files. It can describe clicks, chimes, impacts, ambience, and other sounds as settings.

In plain words
What is it for?
Adding sound effects, audio feedback, music, ambience, and reactive soundscapes to games, including games whose audio is silent or only plays once.
Why use it?
It gives a game a consistent way to handle sound effects and music while accounting for browser audio restrictions, repeated sounds, and overly loud combinations.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the lattice plugin — 12 skills, 1 command, 6 agents shipped together

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/plausibleventures/lattice/sound
Any agent
npx skills add plausibleventures/lattice --skill sound
Clone the repo
git clone --depth 1 https://github.com/plausibleventures/lattice

Made for: Claude Code.

Or install lattice, the plugin that ships this one along with the rest of its 12 skills, 1 command, 6 agents.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/plausibleventures/lattice/sound.svg)](https://agentmods.dev/skills/plausibleventures/lattice/sound)
Your own site
<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>
Per session 73 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,792 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 5.1 $0.00073 $0.03792
Opus 5 $0.00036 $0.01896
Sonnet 5 $0.00015 $0.00758
Haiku 4.5 $0.00007 $0.00379

Measured 6d ago against content hash df777cd67900, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

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.

skills/sound/SKILL.md · 298 lines

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
}

Read the full file on GitHub · 298 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. 6d ago First seen · 298 lines · 73 tokens per session scan A df777cd67900

Subscribe to this mod's changes

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.

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