audio

audio is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 36 tokens per session (1,595 once invoked), scanned A, original, MIT.

A FlatRedBall game-audio guide for loading music and sound effects and controlling playback. FlatRedBall is a game engine, and this guide explains its audio manager and supported file paths and formats.

In plain words
What is it for?
It helps add background music and sound effects, load OGG or WAV assets, use MP3 when required by the content pipeline, adjust volume, and trigger sounds from game events.
Why use it?
It helps avoid runtime failures caused by using an unsupported audio format or loading files through the wrong content path.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps add background music and sound effects, load OGG or WAV assets, use MP3 when required by the content pipeline, adjust volume, and trigger sounds from game events.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/vchelaru/flatredball2/audio
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 vchelaru/FlatRedBall2 --skill audio
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code, Codex.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/audio/github.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/audio)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/audio"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/audio/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 audio

Your own site · 80×15
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/audio"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,595 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 $0.00036 $0.01595
Opus 5.5 $0.00014 $0.00638
Sonnet 5.5 $0.00007 $0.00319
Haiku 4.5 $0.00004 $0.00160

Measured yesterday against content hash 91683ffa65ca, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

audio 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 yesterday.

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.

frb-skills/audio/SKILL.md · 120 lines

How it starts

The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Audio in FlatRedBall2

Access

Engine.Audio  // AudioManager instance on FlatRedBallService

Loading Audio

Two paths. In the Common/Desktop template layout, prefer the direct path — it matches how every other raw asset (png, tmx, achx) is handled, with audio files living alongside them in Common/Content/. Reach for MGCB only when a format limit forces it (MP3).

Direct path — load the raw file (default for OGG/WAV)

Drop the file in Common/Content/ (e.g. Common/Content/Audio/song.ogg); it is linked into the Desktop output's Content/ automatically, no .mgcb entry needed. Load by full path with extension.

Song (music) — OGG only. Song.FromUri accepts only OGG Vorbis on DesktopGL; MP3 fails at runtime (NVorbis backend).

var song = Song.FromUri("song", new Uri(Path.GetFullPath("Content/Audio/song.ogg")));

SoundEffect — WAV only. SoundEffect.FromStream accepts only PCM WAV. OGG/MP3 effects need the MGCB path below.

using var stream = File.OpenRead("Content/Audio/hit.wav");
var sfx = SoundEffect.FromStream(stream);
Engine.Content.Track(sfx);  // disposes on screen transition

Usings: System.IO, Microsoft.Xna.Framework.Audio, Microsoft.Xna.Framework.Media.

MGCB pipeline — for MP3 or compressed formats

Needed only when the direct path's format limits bite. The .mgcb lives in the .Desktop head, not Common: only a head that references nkast.Xna.Framework.Content.Pipeline.Builder and declares <KniContentReference Include="Content/Content.mgcb" /> builds XNBs, so a mgcb added to Common is silently never built. Put the #begin entry and the source file under Desktop/Content/. See multiplatform-conversion for the content-split rationale.

#begin Audio/song.mp3
/importer:Mp3Importer
/processor:SongProcessor
/build:Audio/song.mp3

Load with the asset name minus the source extension — /build:Audio/song.mp3 builds to Audio/song.xnb:

var song = Engine.Content.Load<Song>("Audio/song");  // not "Audio/song.mp3"
// ContentLoader disposes Load<>'d assets on screen transition — no Track() needed

Read the full file on GitHub · 120 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. yesterday Changed 91683ffa65ca
  2. 7d ago Changed · +4 lines 77207510d85d
  3. 1mo ago First seen · 116 lines · 36 tokens per session scan A f886a953b2a3

Subscribe to this mod's changes

audio is a skill published in the GitHub repository vchelaru/FlatRedBall2 (15 stars, last pushed yesterday), licensed MIT. It adds 36 tokens to every session and 1,595 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-09-04.

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