sound-effect

sound-effect is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 86 tokens per session (3,065 once invoked), scanned A, original, MIT.

A workflow for generating one short sound effect and connecting it to a Summer Engine scene. Examples include footsteps, weapon swings, interface clicks, impacts, and environmental cues.

In plain words
What is it for?
Use it for short one-shot effects or very short loops, such as a sword swing, hit, pickup, jump, door, or button click.
Why use it?
It supplies a specific sound for an action and makes that sound play correctly in the game.

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 short one-shot effects or very short loops, such as a sword swing, hit, pickup, jump, door, or button click.

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

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

agentmods 80×15 button for sound-effect

Your own site · 80×15
<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>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,065 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 $0.00086 $0.03065
Opus 5 $0.00043 $0.01533
Sonnet 5 $0.00017 $0.00613
Haiku 4.5 $0.00009 $0.00307

Measured 9d ago against content hash e5816663df00, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/audio/sound-effect/SKILL.md · 243 lines

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-direction first 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?

Read the full file on GitHub · 243 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 · 243 lines · 86 tokens per session scan A e5816663df00

Subscribe to this mod's changes

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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