music-track

music-track is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 70 tokens per session (3,470 once invoked), scanned A, original, MIT.

A game-audio tool for generating looped or cinematic music tracks from text prompts. It connects the resulting track to the game's music playback system.

In plain words
What is it for?
Use it for exploration loops, combat music, menus, title screens, boss scenes, intros, endings, and cutscenes.
Why use it?
It removes the need to compose every track manually and helps avoid generic results by specifying tempo, key, instruments, mood, and structure.

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 for exploration loops, combat music, menus, title screens, boss scenes, intros, endings, and cutscenes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/music-track
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 music-track
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 music-track

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/music-track/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/music-track)
Your own site
<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.

agentmods 80×15 button for music-track

Your own site · 80×15
<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>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,470 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 $0.00070 $0.03470
Opus 5 $0.00035 $0.01735
Sonnet 5 $0.00014 $0.00694
Haiku 4.5 $0.00007 $0.00347

Measured 11d ago against content hash 0fc205759d5f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/audio/music-track/SKILL.md · 275 lines

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-effect with class Stinger.
  • 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-direction first, 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

Read the full file on GitHub · 275 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. 11d ago First seen · 275 lines · 70 tokens per session scan A 0fc205759d5f

Subscribe to this mod's changes

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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