audio-integration

audio-integration is a skill for Codex from zhuanggenhua/BoardGame. It costs 38 tokens per session (1,278 once invoked), scanned A, original, MIT.

A workflow for adding or changing sound effects and background music in a software project. It records what each sound means, where it is shared or specifically attached, and how it reaches the running program.

In plain words
What is it for?
Use it to find suitable sounds, distinguish shared sounds from object-specific ones, check registries and playback configuration, and document the final sound IDs or keys.
Why use it?
It makes audio changes traceable and helps prevent choosing an existing sound without connecting it correctly to the application.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to find suitable sounds, distinguish shared sounds from object-specific ones, check registries and playback configuration, and document the final sound IDs or keys.

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

Made for: 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-integration

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/zhuanggenhua/boardgame/audio-integration"><img src="https://agentmods.dev/badge/skills/zhuanggenhua/boardgame/audio-integration.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,278 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 $0.00038 $0.01278
Opus 5 $0.00019 $0.00639
Sonnet 5 $0.00008 $0.00256
Haiku 4.5 $0.00004 $0.00128

Measured 12d ago against content hash e30ed92cdaad, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

audio-integration 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 12d 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.

.spec/skills/audio-integration/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

音频接入 Workflow

目标:让音效/BGM 改动可审计,而不是只说“改了一个 key”。交付必须能回答:改了哪些声音、哪些是通用池、哪些绑定到具体对象、每个声音的人类含义是什么、预览工具里该复制哪个 id/key。

分类

编辑前先把任务分到一个或多个类别:

  • generic-pool:派系、角色、敌人家族、技能家族、UI 家族、BGM 组等共享声音。
  • object-specific:绑定到具体卡牌、技能、武器、动画、状态或单个对象。
  • new-asset:新增音频文件。
  • runtime-fix:id 正确,但播放、加载或路由坏了。

最终报告必须区分 generic 与 object-specific;不能混成一张含糊列表。

候选发现

优先使用仓库已有语义发现层:

  1. 语义 catalog / 分组 sound index。
  2. AI-friendly 或 slim registry。
  3. 完整 registry / 原始资源列表。
  4. 预览页、试听工具或 sound browser。

存在语义 catalog 时,不直接跳完整 registry。最终候选还必须在真实音频源树中存在;不能只信过期 registry。

选择证据

每个选中声音都记录:

  • 搜索关键词。
  • 命中的语义组或类别。
  • 考虑过的候选 id。
  • 最终 id。
  • 至少一个被拒候选或语义组。
  • 最终选择理由。

高频玩法触发(出牌、召唤、装备、附着、点击等)还要记录时长判断:

  • short-transient:默认优先,适合重复触发。
  • medium:语义明显更好且重复触发不脏时可用。
  • long-tail / loop-like:默认拒绝,除非用户明确要戏剧化提示。

普通玩法 SFX 默认以 4 秒为实用上限。保留超过 4 秒的声音时,必须解释例外理由。

若只复用现有库,报告写明:本次未新增音频素材,仅复用现有音效库 key/id

接入层级

不要停在“找到了声音”。必须检查实际接入点:

  • 音频源 registry 或生成 registry。
  • 应用运行时导入的 registry snapshot。
  • 游戏 audio config。
  • 事件 resolver。
  • preload / critical sounds。
  • BGM 组与循环规则。
  • 卡牌、技能、动画、FX impact 的对象级绑定。

需要区分三层:

  • shared/generated registry:由资源生成的完整声音目录。
  • runtime/static registry snapshot:应用构建或运行时实际导入的快照。
  • gameplay config:事件映射、sound pools、BGM、preload、对象绑定。

新增音频文件时,说明三层是否更新。只 remap 已有 id 时,说明 registry 未变,只改 gameplay config。

Generic 与对象绑定

Generic sound 是池子或类别复用,不归某个单对象,例如共享点击、拒绝音、战斗 BGM、某类出牌池。

Object-specific sound 显式绑定具体对象,例如某张卡、某个技能、某个动画 impact。对象绑定报告必须写目标对象中文名。

中文友好名

报告中必须给每个声音一个中文友好名,优先来源:

  1. 现有 friendly-name / phrase mapping。
  2. 预览工具显示名。
  3. 根据原始短语人工翻译。

没有官方中文名时,写可读中文并标 中文友好名待补。不得让审查者只看英文 id、enum 或文件名。

试听

仓库有预览页、dev tool、sound browser 或等价试听面时,接入后询问是否打开。没有试听工具时直接说明,不静默跳过。

报告格式

两类声音同时存在时,最终报告拆两张表。

Generic:

用途/池子 音效中文名 音效 id/key 配置位置 备注

Object-specific:

目标对象中文名 对象类型 音效中文名 音效 id/key 配置位置 备注

短修复可用紧凑表,但顺序仍必须是中文对象/用途、中文音效名、raw id/key、备注:

对象/用途 音效中文名 音效 id/key 备注

Read the full file on GitHub · 130 lines

Files

What ships with it

2 files 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. 12d ago First seen · 130 lines · 38 tokens per session scan A e30ed92cdaad

Subscribe to this mod's changes

audio-integration is a skill published in the GitHub repository zhuanggenhua/BoardGame (23 stars, last pushed yesterday), licensed MIT. It adds 38 tokens to every session and 1,278 once invoked, about $0.0002 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.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens