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 skills add SummerEngine/summer-engine-agent --skill music-trackgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/music-track)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/music-track"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/music-track/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/summerengine/summer-engine-agent/music-track"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/music-track.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00070 | $0.03470 |
| Opus 5 | $0.00035 | $0.01735 |
| Sonnet 5 | $0.00014 | $0.00694 |
| Haiku 4.5 | $0.00007 | $0.00347 |
Grade A, and why
music-track 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 11d 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 — 275 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/music-track — Generate a Loop or Cinematic Music Track
Overview
ElevenLabs Music renders a track from a prompt. Summer clamps the requested length to 3–600 seconds before sending it, so anything outside that range is silently pulled to the nearest bound. The output quality depends entirely on prompt specificity: tempo (BPM), key, instrumentation, mood, structural cue. "Epic orchestral" returns generic stock music. "85 BPM, D minor, solo cello and detuned upright piano, sparse, melancholic, no drums, 4/4" returns a usable score for a melancholic exploration scene.
This skill produces one track aligned with the audio bible's music style and dynamic music plan, then wires it as an AudioStreamPlayer on the Music bus with a marked loop point if it's a loop, or as a linear cinematic stream if it's a one-shot.
When to use
- Looped track for a level, biome, menu, or game state (calm / tension / combat).
- Cinematic linear track for an intro, ending, boss reveal, or cutscene.
- Replacing a placeholder loop with on-bible music.
When NOT to use
- Short stings / event punctuation (<5s) → use
audio/sound-effectwith classStinger. - Adaptive layered stems with state-driven crossfades →
audio/adaptive-music. - Ambient bed with no melody →
audio/ambient-bed.
Steps
1. Read the audio bible
Read .summer/audio-bible.md
The bible names the primary style, tempo range, key center, time signature, and the dynamic music model. This skill writes prompts that respect those numbers.
If no bible exists:
No
.summer/audio-bible.md. Music without an audio bible drifts into stock-library territory. Run/audio-directionfirst, or I can ship a one-off with explicit defaults — your call.
2. Identify the track's role
Ask if not obvious:
Which slot in the dynamic music plan? Calm exploration, tension, combat, boss, victory, menu, ending, or one-off cutscene?
Each slot has different rules:
| Slot | Tempo | Energy | Instrumentation density | Loop or linear |
|---|---|---|---|---|
| Calm exploration | bible low end (e.g. 70–90) | Low | Sparse | Loop, ≥45s |
| Tension | mid (e.g. 90–110) | Medium, no drums or sparse pulse | Adds one instrument | Loop, ≥45s |
| Combat | high (e.g. 120–150) | High, full drums | Full | Loop, ≥45s |
| Boss | high or low-and-menacing | Distinct from combat | Distinct, named instrument | Loop, ≥60s |
| Victory sting | n/a | Resolution | n/a | Linear, 4–8s (use SFX skill instead) |
| Menu / title | bible mid | Atmospheric | Anchor instrument | Loop, ≥30s |
| Cutscene | varies | Linear arc | Varies | Linear, 60–180s |
| Ending | varies | Linear arc with resolution | Varies | Linear, 60–300s |
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.
- 11d ago First seen · 275 lines · 70 tokens per session scan A 0fc205759d5f
music-track is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 70 tokens to every session and 3,470 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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