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/sebastianluser/claude-code-arcane/audio-specnpx skills add SebastianLuser/claude-code-arcane --skill audio-specgit clone --depth 1 https://github.com/SebastianLuser/claude-code-arcaneWrote 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/sebastianluser/claude-code-arcane/audio-spec)<a href="https://agentmods.dev/skills/sebastianluser/claude-code-arcane/audio-spec"><img src="https://agentmods.dev/badge/skills/sebastianluser/claude-code-arcane/audio-spec.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 | $0.00046 | $0.01403 |
| Opus 5 | $0.00023 | $0.00701 |
| Sonnet 5 | $0.00009 | $0.00281 |
| Haiku 4.5 | $0.00005 | $0.00140 |
Grade A, and why
audio-spec 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 5d 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.
The source is not reproduced here
A licence we could not identify
The repository carries a LICENSE file, but it is custom or dual enough that GitHub cannot name it and neither can this catalogue. Unknown terms are not permission, so the body is not copied here. Read the licence at the source and decide for yourself.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 5d ago First seen · 108 lines · 46 tokens per session scan A 0f8b13702a91
audio-spec is a skill published in the GitHub repository SebastianLuser/claude-code-arcane (2 stars, last pushed yesterday), with no licence file. It adds 46 tokens to every session and 1,403 once invoked, about $0.0002 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.
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.
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".
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"…
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".
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".
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…