audio-direction

audio-direction is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 64 tokens per session (3,161 once invoked), scanned A, original, MIT.

A workflow for defining a game's overall sound identity in an audio bible, a written guide for music, sound effects, mixing, and audio changes between game states. It also sets up the project's audio channels.

In plain words
What is it for?
Use it to choose musical references and instruments, define sound-effect categories, plan dynamic music, and set spatial or mixing rules.
Why use it?
It gives the rest of development consistent rules for how the game should sound instead of relying on unrelated generic effects.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it to choose musical references and instruments, define sound-effect categories, plan dynamic music, and set spatial or mixing rules.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/audio-direction
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 SummerEngine/summer-engine-agent --skill audio-direction
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 audio-direction

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/audio-direction.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/audio-direction)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/audio-direction"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/audio-direction.svg" alt="Measured on agentmods" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,161 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00064 $0.03161
Opus 5 $0.00032 $0.01580
Sonnet 5 $0.00013 $0.00632
Haiku 4.5 $0.00006 $0.00316

Measured 9d ago against content hash 4ecb8fb9b64c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

audio-direction 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 9d 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/audio/audio-direction/SKILL.md · 264 lines

How it starts

The opening of the file, as written. The whole thing — 264 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/audio-direction — Define the Sonic Identity

Overview

Most indie games sound like a single library used flat. The same generic "swoosh" for menu, jump, pickup, hit. That's not audio direction — that's audio absence. This skill builds an audio bible that names the music style, the SFX vocabulary, the dynamic music plan, and the spatial / mix rules. Writes to .summer/audio-bible.md and configures the audio bus layout in the project so the rest of the work has a real foundation.

Core principle: SFX needs a vocabulary, not a library. Eight named SFX classes with consistent character beat 80 random library hits.

Steps

1. Open with three references

Ask exactly this:

Three reference tracks, games, or films for the music. What instruments matter? And what's the SFX vibe — chunky, clean, synthetic, or organic?

Three is the minimum. One or two collapses into a clone. References are the highest-signal input — listen carefully.

If they freeze, offer four axes (not titles):

Pick the closest: a) orchestral + cinematic (Hollow Knight, Journey), b) lo-fi electronic + ambient (Disco Elysium, Outer Wilds), c) chiptune / synth (Hyper Light Drifter, Celeste), d) acoustic / folk (Sable, A Short Hike).

2. Read the brief and art bible if they exist

Read .summer/GameSoul.md
Read .summer/art-bible.md

Audio must rhyme with the visuals. Quote it back:

Art bible says "soft, hand-warmed, golden-hour, painterly". That rhymes with acoustic / folk / lo-fi over orchestral or aggressive synth. Confirming.

If the brief says "horror", that constrains the music style harder than the user's references will. Name the constraint.

3. Pin the music style

Force one primary style. Sub-styles can blend, but a primary is required.

Style Anchor instruments Pairs with Avoid
Orchestral cinematic Strings, brass, choir Story-led, fantasy Casual / cozy
Acoustic / folk Guitar, piano, hand percussion Cozy, narrative Action / horror
Lo-fi electronic Vintage synth pad, tape sat, light beat Atmospheric, indie Combat-heavy
Chiptune / synthwave 8-bit / 16-bit chips, FM synth Retro, platformer Realism
Industrial / metal Distorted bass, percussion-led Horror, action Cozy
Ambient drone Pads, no drums, slow movement Walking sim, horror Action
Jazz / fusion Live instruments, improv Stylish, narrative Generic action
Tracker / hyperpop Glitchy, dense, modern Esoteric, indie Mass appeal

Read the full file on GitHub · 264 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. 9d ago First seen · 264 lines · 64 tokens per session scan A 4ecb8fb9b64c

Subscribe to this mod's changes

audio-direction is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed 4d ago), licensed MIT. It adds 64 tokens to every session and 3,161 once invoked, about $0.0003 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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