Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from…

Apache-2.0Auto-check passedGame Development

Install Sound

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins sound --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/sound .claude/skills/sound && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
sound
GitHub stars
1.2k
Token cost
~2.4k tokens
SKILL.md length
1,242 words
Files
11 (incl. scripts, references)
Skills in repo
686
Repo updated
First seen
Licence
Apache-2.0

At a glance

Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from…

  • Works in 5 steps: Effects → A synthesized theme or score → A mix of anything → …
  • Someone asks for sound effects
  • SKILL.md covers 1. Effects, 2. A synthesized theme or score, 3. A mix of anything and 4. Into the game, plus 3 more sections
  • Runs JavaScript and TypeScript scripts from its folder; calls node, brew and npm

What it does

Sound is an agent skill from hashgraph-online/awesome-codex-plugins. Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from presets, a short synthesized theme or score from chords and patterns with stems and seamless section loops, a mix of any audio files and expressions — measured for loudness, clipping, late starts and what a phone speaker loses, then wired into the game with a small player that starts on the first touch and switches music on…

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 14 other files, including scripts and reference files (for example `references/GAME-SOUND.md`, `references/SCORE.md` and `references/TRAPS.md`).

It sits in Game Development, covering Music and audio generation and Game assets and audio. It works with FFmpeg. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.

When your agent uses it

  • Someone asks for sound effects
  • Background music without a paid service
  • Music that changes with the game
  • Says a game is silent

Example prompts

  • “s sound effects and synthesized music on the creator”
  • “/sound”

Requirements

  • Node.js

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Effects
  2. A synthesized theme or score
  3. A mix of anything
  4. Into the game
  5. Prove it, and publish it

What it can do on your machine

Read from SKILL.md and the folder at commit 78497e5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 7 files in scripts/ (JavaScript and TypeScript), which the agent can run.

    Shell commands in SKILL.md call:

    • node
    • brew
    • npm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Sound loads about 2.4k tokens when it runs, and up to ~7.4k if it reads all its reference files. Until then it costs about 180 tokens; SKILL.md has 1,242 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~180
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from hashgraph-online/awesome-codex-plugins at commit 78497e5, republished under its Apache-2.0 licence (© hashgraph-online). 1,242 words, ~2,398 tokens.

Download SKILL.mdSave it as .claude/skills/sound/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.
name
sound
description
Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from presets, a short synthesized theme or score from chords and patterns with stems and seamless section loops, a mix of any audio files and expressions — measured for loudness, clipping, late starts and what a phone speaker loses, then wired into the game with a small player that starts on the first touch and switches music on bar lines. Use when someone asks for sound effects, SFX, game audio, a chiptune or synth theme, background music without a paid service, music that changes with the game, or says a game is silent.

Sound for a studio's game

Everything here runs on this computer with Node 22 and ffmpeg: nothing is sent anywhere and nothing costs money. Sung songs and produced music from a model are the music skill (ElevenLabs, paid); this skill is effects and synthesized music. They share the studio's music/ folder and manifest, so a synthesized theme gets a song page just like a rendered one.

One script: scripts/sound.mjs in this skill's folder (Claude Code: node "${CLAUDE_PLUGIN_ROOT}/skills/sound/scripts/sound.mjs" <command>), run from inside the studio (the folder with studio.json). Every command takes --json.

sh
node <sound.mjs> check        # node, ffmpeg and its encoders, the studio and its games
node <sound.mjs> presets      # every effect preset, instrument, groove and pattern, one line each

No ffmpeg: offer brew install ffmpeg (macOS) or the system package; the person approves. Finish in this turn: an effect set takes seconds, a one-minute score under a minute.

1. Effects

sh
node <sound.mjs> sfx <set> --kit arcade --for-game <id>          # a kit: arcade, platformer, shooter, party, ui
node <sound.mjs> sfx <set> --only jump,coin,hit,win --style retro   # just these, crunchy 8-bit
node <sound.mjs> sfx <set> --spec music/<set>/effects.json        # your own list (below)

It writes music/<set>/sfx/<name>-<n>.wav and an Ogg copy of each, music/<set>/sfx.json (the spec and every file's measured level), a reel to listen to (<set>.mp3) and its picture (<set>-reel.png, a spectrogram over the waveform). Open the picture and look: a sound you cannot hear is still a sound you can see. Then read the warnings; each one is something a person will hear wrong, with the fix.

A spec is { "style": "clean", "variants": 3, "effects": [ { "name": "stomp", "preset": "land", "pitch": -3, "length": 1.2, "level": "big" } ] }: preset is any name from presets (the effect's name is used when it is one), pitch in semitones, length a stretch, seed another take, style clean, retro or soft, level ui, small, normal, big or a number in dB. Name effects after what happens in the game (stomp, gem, ko), not after the preset.

  • Variants (three by default) are the same recipe a touch higher or lower, so a sound heard fifty times a round does not machine-gun. Signals heard once a round (win, lose, go, countdown) get one take.
  • Levels are set by the loudest 50 ms of each effect into four classes (ui -20, small -16, normal -12, big -9 dB), then held under -1 dBFS. The set sits together in a mix without balancing.
  • Every effect must start at once (a hit that starts 30 ms late feels laggy) and must reach a phone speaker: under about 300 Hz a phone plays almost nothing, so a thud needs a knock on top. The warnings measure both.

2. A synthesized theme or score

Write music/<slug>/score.json (the full language, with a worked example: references/SCORE.md): tempo, key, instruments (presets with a level, pan, echo in beats, reverb send, a duck under the kick), sections in whole bars with chords and one pattern per instrument, an arrangement, and the sections to loop. Then:

sh
node <sound.mjs> score <slug> --spec music/<slug>/score.json --loops main,chase
  • It renders the mix (-14 LUFS for a page; --lufs -18 for a bed under a game's effects), the page mp3, a 24-bit master kept off the site, one stem per instrument plus the room (they sum to the mix), and seamless loops of the sections you name: each is rendered three times in a row and the middle copy kept, so reverb and echoes that ring over the loop point are already in its head. The report gives each loop's seam (1 or less is seamless) and its exact bar length. A loop over 1 is in warnings and the summary says NOT SEAMLESS (loopsSeamless: false): an empty warnings list means the loops were checked and pass. The master's limiter is applied across the three copies, so a loud loop keeps its seam; nothing is faded at the loop point and no bar is shortened.
  • plan.json holds the bar grid, so the video skill cuts a trailer on this music's bar lines.
  • Look at <slug>.png and read the numbers: loudness, true peak, and what it measures through a phone speaker. Say them in your report, not adjectives.
  • Write music a person would hum: a hook in the first bars, a clear melody over simple chords, a change every 4 or 8 bars. A score for a game is sections of the same tempo and key (calm, chase, final seconds) so the game can move between them on a bar line.

3. A mix of anything

sh
node <sound.mjs> mix <slug> --spec music/<slug>/mix.json

Parts are audio files (a recording, a render, a loop), ffmpeg aevalsrc expressions (one, or two for left and right), or effect presets, each placed (at seconds), levelled (db), panned, faded, repeated and filtered with an ffmpeg -af chain. They are summed at exactly the levels written (no automatic normalisation), limited, and brought to master.lufs if you give one. Expressions have traps that fail silently: read references/TRAPS.md before writing one.

Show full SKILL.md (499 more words)Show less

4. Into the game

sh
node <sound.mjs> wire <set> <score slug> --game <id>

It copies the files into the game (public/sound/, or sound/ for a static game), writes sound.json (what exists) and sound.js (the player) and prints the two lines to add. Then, in the game's code:

js
import { createSound } from './sound.js';
const sound = createSound({ base: 'sound/' });
sound.music('<score slug>');                    // once, at the top: it starts on the first touch
sound.play('coin');                             // where the thing happens
sound.play('coin', { pitch: combo });           // a climbing combo; pan -1..1 for where it is
sound.section('chase');                         // the next loop, exactly on the next bar line
sound.duck(0.4, 0.5);                           // music down for a big hit
  • Sound starts on the first touch or key, with no "tap for sound" screen: the player resumes audio inside the first gesture. A sound asked for before that is dropped, not queued.
  • Every browser plays its own sounds for what it sees: call play where the host AND each replica draw the event (a pickup that shows up in a snapshot, a hit that lands on screen), not only in the host's rules, or only the host hears the game.
  • Loops go out as Ogg with a WAV fallback (older Safari cannot decode Ogg): the player takes the first one the browser decodes. wire prints the real download size; keep a game's sound under about 3 MB.
  • Each variant of an effect, and each loop, is a list of files tried in order (["jump.ogg", "jump.wav"]); a list of one file is fine.
  • A trailer filmed frame by frame gets its sound from this player's own log of what it scheduled (off unless a recorder asks; references/GAME-SOUND.md, "A log for a recorder"): sound that goes through sound.play and sound.music is in the trailer, sound made any other way is not.
  • Rules for game sound (every action answers, what repeats, music under effects, intensity changes on bar lines, the live-loop traps): references/GAME-SOUND.md.
  • For sound made live in the browser (a synth voice per player, pitch that follows speed, a beat clock), the open engine package @homie-rocks/audio has the building blocks; install it exactly pinned (npm install --save-exact @homie-rocks/audio@0.1.0).

5. Prove it, and publish it

Build, run the game, and let the playtest skill's sound row listen: it copies what the game really sends to the speaker while it is played, and says how loud it is, whether it clips, what a phone loses, whether actions answer with a sound, and whether the music ever started. Never say a game "has sound" from the code alone.

sh
node <sound.mjs> add <slug> --title "<Title>" --blurb "<one line>" [--for-game <id>] --publish
node <sound.mjs> publish <slug>        # rebuild and redeploy the site; the page answers 200

An effect set gets a page with its reel and every effect to download; a score gets its player, its loops and its stems. The credits line says they were synthesized from code (no samples, no model). Commit music/<slug>/ specs and the manifest; the audio files stay out of git (the studio's .gitignore) and regenerate from the spec, byte for byte.

Tell the person

The page or the game, what was made (how many effects, the theme's length and bars), the loudness numbers, the warnings you fixed and any you did not, and that it cost nothing.

Never

  • Never ship a sound you have not measured and looked at.
  • Never use a mp3 for an effect or a loop: encoders pad the start with silence (a late hit) and the ends (a gap at the loop). WAV or Ogg.
  • Never imitate a real song, artist or brand jingle.

© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 10 other files (scripts, references) in plugins/homie-rocks/homie/skills/sound of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • references/GAME-SOUND.md
  • references/SCORE.md
  • references/TRAPS.md
  • scripts/lib/measure.mjs
  • scripts/lib/score.mjs
  • scripts/lib/sfx.mjs
  • scripts/lib/synth.mjs
  • scripts/player/sound.d.ts
  • scripts/player/sound.js
  • scripts/sound.mjs

Open the folder on GitHubat commit 78497e5

Compare with similar skills

Sound next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Sound compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Sound this skillhashgraph-online/awesome-codex-plugins1.2k—~2.4kAutomated safety check: PassApache-2.0
ElevenLabs Voiceover Generatordigitalsamba/claude-code-video-toolkit2.2k1 repos~2.7kAutomated safety check: NotesMIT
Fal Assetsrehan-remade/universal-modder5.3k—~2kAutomated safety check: NotesMIT
Audio Loudness Normalizationgodot-fun/gai182—~684Automated safety check: PassMIT
2D Sprite Generator0x0funky/agent-sprite-forge4.3k—~3.6kAutomated safety check: PassMIT
Qiaomu Cutjoeseesun/qiaomu-cut-skill369—~6.8kAutomated safety check: NotesMIT

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Works with

Questions about Sound

What does Sound do?

Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from…. Sound is an agent skill from hashgraph-online/awesome-codex-plugins.

When should I use Sound?

Sound fits situations like: someone asks for sound effects; background music without a paid service; music that changes with the game; says a game is silent.

How do I install Sound in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/sound in hashgraph-online/awesome-codex-plugins) into .claude/skills/sound in your project. Claude Code loads it when a task matches its description.

How do I install Sound in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/sound in hashgraph-online/awesome-codex-plugins) into .agents/skills/sound in your project. Codex loads it when a task matches its description.

Can I use Sound in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/sound, .gemini/skills/sound, .github/skills/sound and .opencode/skills/sound in your project.

What does Sound need to run?

Going by SKILL.md and its folder, Sound needs JavaScript and TypeScript for the scripts in its folder and the command-line tools its instructions call (node, brew and npm). Our summary lists: Node.js.

Does Sound access the network?

SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Sound safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Sound use?

Sound is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Sound use?

About 2.4k tokens (SKILL.md is roughly 9.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5k tokens, read only when the agent opens those files.

What are the alternatives to Sound?

Skills that share tags, products or a category with Sound: ElevenLabs Voiceover Generator (digitalsamba/claude-code-video-toolkit, 2.2k stars), Fal Assets (rehan-remade/universal-modder, 5.3k stars), Audio Loudness Normalization (godot-fun/gai, 182 stars) and 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Sound?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,242 GitHub stars. The repository holds 686 skills in this directory. The repository was last updated on October 8, 2026.

Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.