Borrowing it
Nothing to install: this file belongs to silver-rain-dev/sk-wwise-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/silver-rain-dev/sk-wwise-mcp/main/.claude/skills/wwise-pipeline/SKILL.mdgit clone --depth 1 https://github.com/silver-rain-dev/sk-wwise-mcpWrote 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/silver-rain-dev/sk-wwise-mcp/wwise-pipeline)<a href="https://agentmods.dev/skills/silver-rain-dev/sk-wwise-mcp/wwise-pipeline"><img src="https://agentmods.dev/badge/skills/silver-rain-dev/sk-wwise-mcp/wwise-pipeline/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/silver-rain-dev/sk-wwise-mcp/wwise-pipeline"><img src="https://agentmods.dev/badge/skills/silver-rain-dev/sk-wwise-mcp/wwise-pipeline.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00040 | $0.00913 |
| Opus 5 | $0.00020 | $0.00456 |
| Sonnet 5 | $0.00008 | $0.00183 |
| Haiku 4.5 | $0.00004 | $0.00091 |
Grade A, and why
wwise-pipeline 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 12d 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 — 71 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Wwise Pipeline (Import, Build, Save)
Tools
import_audio_files— import audio and create Wwise objects (per-file entries)import_audio_directory— scan a WAV directory, auto-match to existing Wwise objects, and import (most token-efficient)import_tab_delimited_file— batch import from tab-delimited fileconvert_audio_to_wav— convert non-WAV audio (OGG, FLAC, MP3) to WAV using ffmpeggenerate_tab_delimited_file— generate a Wwise-compatible TSV file from structured dataset_wwise_soundbank_inclusions/get_wwise_soundbank_inclusions— manage SoundBank contentsgenerate_wwise_soundbanks— generate SoundBanksprocess_wwise_soundbank_definitions— import SoundBank definition filesconvert_wwise_external_sources— convert external sourcessave_wwise_project— save the projectget_wwise_log— check logs after operations (channels: soundbankGenerate, conversion, waapi, general, etc.)
Audio Import Rules
WAV only
WAAPI import only creates AudioFileSource links for WAV files. OGG, FLAC, and MP3 get silently copied to Originals but are never linked to the Sound object. Always convert to WAV before importing.
SFX vs Voice
The importLanguage parameter controls where files are stored and how Sound objects are typed:
| importLanguage | Originals path | Sound type | Use for |
|---|---|---|---|
"SFX" |
Originals/SFX/ |
Sound SFX | Music, SFX, ambience, jingles — anything not localized |
"English(US)" etc. |
Originals/Voices/<lang>/ |
Sound Voice | Dialogue, VO — content that varies by language |
Use <Sound SFX> or <Sound Voice> type prefixes in objectPath to match.
Organizing with originalsSubFolder
Use originalsSubFolder to keep files organized within Originals/SFX/ or Originals/Voices/:
"Music"→Originals/SFX/Music/"Cries"→Originals/SFX/Cries/"Weapons"→Originals/SFX/Weapons/
objectPath format
Import tools expect \Actor-Mixer Hierarchy\... paths (not \Containers\...):
\Actor-Mixer Hierarchy\Default Work Unit\<Sound SFX>MySound✓\Containers\Default Work Unit\<Sound SFX>MySound✗ (won't link audio)
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.
- 12d ago First seen · 71 lines · 40 tokens per session scan A 533f4f6085b2
wwise-pipeline is a skill published in the GitHub repository silver-rain-dev/sk-wwise-mcp (5 stars, last pushed 4mo ago), licensed Apache-2.0. It adds 40 tokens to every session and 913 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
screenshot-isolated
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
screenshot-camera
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
screenshot-scene-view
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary RenderTexture. Requires an open Scene View.
sound-cues
Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.
image-to-3d
Turn a generated or photographed image of a single object into a 3D mesh with the Tripo API, and download the GLB. Use when the request involves image-to-3D, photogrammetry-style reconstruction, turning a product shot or an isolated garment, prop or piece of hardware into a model for Blender, Unity or Unreal, or when…