team-audio

team-audio is a skill for Claude Code from striderZA/OpenCodeGameStudios. It costs 34 tokens per session (1,491 once invoked), scanned A, a copy of team-audio, MIT.

A coordinator for planning and implementing game audio with roles such as an audio director, sound designer, technical artist, and gameplay programmer.

In plain words
What is it for?
It helps design and integrate audio for areas such as combat, menus, forest environments, and boss encounters.
Why use it?
It organizes the audio work into a shared process and keeps design decisions connected to implementation.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the TodoWrite tool; installed under .agents/ (shared by several agents).

Good fit It helps design and integrate audio for areas such as combat, menus, forest environments, and boss encounters.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/striderza/opencodegamestudios/team-audio
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.

Any agent
npx skills add striderZA/OpenCodeGameStudios --skill team-audio
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Claude Code.

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 team-audio

README.md
[![agentmods](https://agentmods.dev/badge/skills/striderza/opencodegamestudios/team-audio/github.svg)](https://agentmods.dev/skills/striderza/opencodegamestudios/team-audio)
Your own site
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/team-audio"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/team-audio/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.

agentmods 80×15 button for team-audio

Your own site · 80×15
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/team-audio"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/team-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,491 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 86% copy Near-identical to another mod 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 $0.00034 $0.01491
Opus 5.5 $0.00014 $0.00596
Sonnet 5.5 $0.00007 $0.00298
Haiku 4.5 $0.00003 $0.00149

Measured 1mo ago against content hash af9780b9e60f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

team-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 1mo 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.

Origin

This is a copy

86% identical to team-audio — 172 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/modules/audio/skills/team-audio/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

If no argument is provided, output usage guidance and exit without spawning any agents:

Usage: /team-audio [feature or area] — specify the feature or area to design audio for (e.g., combat, main menu, forest biome, boss encounter). Do not use question here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.

Decision Points: At each step transition, use question to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next step.

  1. Read the argument for the target feature or area (e.g., combat, main menu, forest biome, boss encounter).

  2. Gather context:

    • Read relevant design docs in design/gdd/ for the feature
    • Read the sound bible at design/gdd/sound-bible.md if it exists
    • Read existing audio asset lists in assets/audio/
    • Read any existing sound design docs for this area

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: audio-director — Sonic identity, emotional tone, audio palette
  • subagent_type: sound-designer — SFX specifications, audio events, mixing groups
  • subagent_type: technical-artist — Audio middleware, bus structure, memory budgets
  • subagent_type: [primary engine specialist] — Validate audio integration patterns for the engine
  • subagent_type: gameplay-programmer — Audio manager, gameplay triggers, adaptive music

Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).

  1. Orchestrate the audio team in sequence:

Step 1: Audio Direction (audio-director)

Spawn the audio-director agent to:

  • Define the sonic identity for this feature/area
  • Specify the emotional tone and audio palette
  • Set music direction (adaptive layers, stems, transitions)
  • Define audio priorities and mix targets
  • Establish any adaptive audio rules (combat intensity, exploration, tension)

Read the full file on GitHub · 130 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. 1mo ago First seen · 130 lines · 34 tokens per session scan A af9780b9e60f

Subscribe to this mod's changes

team-audio is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (99 stars, last pushed 13d ago), licensed MIT. It adds 34 tokens to every session and 1,491 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 86% identical to team-audio, differing in 172 lines, and is treated as a copy.

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