aaabench: Skill for Claude Code

.claude/skills/audio-design/SKILL.md

audio-design is a skill for Claude Code from ukanwat/aaabench. It costs 81 tokens per session (1,837 once invoked), scanned A, a copy of audio-design, MIT.

A design guide for game sound systems, including sound groups, volume measured in decibels, music that changes during play, and varied sound effects. It is independent of a specific game engine.

In plain words
What is it for?
Use it to plan sound buses and mixers, dialogue ducking, adaptive music, varied sound effects, and effects synchronized with a musical beat.
Why use it?
It helps keep many sounds balanced and organized instead of setting volume separately for every sound. It also explains how to lower music under dialogue or impacts and make music respond to gameplay.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is ukanwat/aaabench's own configuration. It tells Claude Code how to work on aaabench itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything aaabench configures →

Reuse

Borrowing it

Nothing to install: this file belongs to ukanwat/aaabench. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/ukanwat/aaabench/main/.claude/skills/audio-design/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

Made for: Claude Code.

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-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/ukanwat/aaabench/audio-design.svg)](https://agentmods.dev/skills/ukanwat/aaabench/audio-design)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/audio-design"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/audio-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 81 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,837 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 89% copy Near-identical to another mod 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 $0.00081 $0.01837
Opus 5 $0.00041 $0.00919
Sonnet 5 $0.00016 $0.00367
Haiku 4.5 $0.00008 $0.00184

Measured 6d ago against content hash 85738d8ab967, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

audio-design 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 6d 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

This is a copy

89% identical to audio-design — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/audio-design/SKILL.md · 152 lines

How it starts

The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Audio design

Game audio is a mixing graph plus a music system. Route every sound through a small set of buses so you can balance and process groups; make music react to play through layering and re-sequencing rather than looping one track. This skill teaches the portable practice; bind it to godot-audio, Unity's AudioMixer, or middleware (FMOD/Wwise) for concrete APIs.

When to use

  • Use to design a bus/mixer layout, set group volumes, and apply effects (reverb, compression, EQ) to groups of sounds.
  • Use to duck music/ambience under dialogue or impacts (sidechain).
  • Use to build adaptive music that responds to combat/exploration intensity.
  • Use to add SFX variation (pitch/sample randomization) and sync events to a beat.

When not to use: for the engine's concrete audio nodes/streams, use godot-audio or the engine's audio skill. Loading/streaming and asset import are engine concerns. For UI sliders that drive bus volume, see the engine UI skill.

Core workflow

  1. Lay out buses, not per-sound volume. A typical tree: Master ← {Music, SFX, Ambience, UI, Voice}. Everything plays into a bus; the player's settings sliders map to bus volumes. Never set hundreds of clip volumes by hand.
  2. Work in decibels, not linear. Perceived loudness is logarithmic. Volume controls and automation should operate in dB; convert only at the edges.
  3. Leave headroom. Mix so the Master peaks below 0 dBFS (aim for a target loudness, e.g. around -14 to -16 LUFS for many games) to avoid clipping.
  4. Duck competing sources with a sidechain compressor (or volume automation): when voice/important SFX plays, the music bus dips, then recovers.
  5. Make music adaptive via vertical layering (stems faded in/out) and/or horizontal re-sequencing (swap segments at musical boundaries). See the reference.
  6. Vary repeated SFX with small random pitch/volume offsets and sample pools so footsteps and hits don't sound robotic.
  7. Verify on real output. Listen on headphones and speakers; check that the mix balances, ducking is audible but not pumping, and music transitions land on the beat — never assume from the editor meters alone.

Read the full file on GitHub · 152 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 6d ago First seen · 152 lines · 81 tokens per session scan A 85738d8ab967

Subscribe to this mod's changes

audio-design is a skill published in the GitHub repository ukanwat/aaabench (382 stars, last pushed 22d ago), licensed MIT. It adds 81 tokens to every session and 1,837 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to audio-design, differing in 6 lines, and is treated as a copy.

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