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 sound-effectgit 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/sound-effect)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/sound-effect"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/sound-effect/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/sound-effect"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/sound-effect.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 | $0.00086 | $0.03065 |
| Opus 5 | $0.00043 | $0.01533 |
| Sonnet 5 | $0.00017 | $0.00613 |
| Haiku 4.5 | $0.00009 | $0.00307 |
Grade A, and why
sound-effect 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- sound-effect — 86% identical, 47 lines differ
How it starts
The opening of the file, as written. The whole thing — 243 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/sound-effect — Generate a Short SFX One-Shot and Wire It
Overview
This skill produces one named SFX clip aligned with the audio bible's vocabulary, then wires it into the scene as an AudioStreamPlayer that plays once and frees its parent (or stops cleanly if it's a looped texture). The shape of the prompt is what makes the difference between "metal sword swing whoosh, dry, sharp, 250ms" returning the right clip on the first try and "epic battle sound" returning twenty seconds of musical noise.
ElevenLabs SFX (the sound_effects capability of summer_generate_audio) is literal. It treats the prompt as a description of a real sound, not as a vibe. Concrete material + action + intensity beats adjectives every time.
When to use
- One-shot SFX: footstep, swing, click, hit, impact, pickup, jump, land, door, breath.
- Short loops < 2s: hum, drone snippet, rain texture (for very short looping ambients prefer
audio/ambient-bed). - Replacing a placeholder beep with something on-bible.
When NOT to use
- Music or musical stings →
audio/music-track. - Long location ambience (>5s) →
audio/ambient-bed. - Voice / dialogue →
audio/voice-line. - Defining the vocabulary of SFX — that's
audio/audio-direction. This skill executes against an existing bible.
Steps
1. Read the audio bible
Read .summer/audio-bible.md
If it doesn't exist, ask:
No audio bible at
.summer/audio-bible.md. Want to run/audio-directionfirst to define the SFX vocabulary, or shall I just one-shot this with sensible defaults?
The bible defines an SFX class (UI, Pickup positive, Damage, Footstep, Attack, Stinger, Ambient layer, Pickup neutral). Map the user's request to a class. Quote the class's character and DON'Ts back so the prompt obeys them.
2. Search for an existing clip first
Generation is metered. Reuse beats regenerate.
summer_search_assets(query="<class> <subject>", assetType="audio", source="all")
If something fits, ask:
Found
audio/sfx/sword_swing_01.wav. Use this, or generate fresh?
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.
- 9d ago First seen · 243 lines · 86 tokens per session scan A e5816663df00
sound-effect is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 86 tokens to every session and 3,065 once invoked, about $0.0004 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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