threejs-3d-generator
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games…
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, music tracks and loops (menu, gameplay, boss, victory/defeat stingers), UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and
$ npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-audio-generator --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-audio-generatorContext preview
The summary Claude sees to decide when to auto-load this skill.
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, music tracks and loops (menu, gameplay, boss, victory/defeat stingers), UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and
name: threejs-audio-generator description: "Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, music tracks and loops (menu, gameplay, boss, victory/defeat stingers), UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio integration."
Game-ready audio for Three.js projects: SFX, music, voice work, cleanup, and runtime integration. Provider: ElevenLabs.
Resolve `<this-skill-dir>` from the actual loaded skill file. Resolve sibling skills beside it first, then use the runner's discovered paths. Do not mix installed versions or assume a particular home directory.
`references/audio-workflows.md` — the audio matrix, prompt patterns, generation, music, and voice strategy, Web Audio manager shape, and runtime failure modes. Read it before planning a game's audio, generating a batch, wiring runtime playback, or converting voices.
SFX (jumps, hits, weapons, explosions, pickups, collisions, UI clicks) · music (menu and gameplay loops, boss themes, intensity layers, win/lose stingers) · ambience (wind, rain, city bed, engine hum, room tone, arena beds) · voice (announcer barks, boss lines, tutorial prompts, menu narration) · voice conversion from a scratch performance when timing and acting matter · cleanup and isolation before conversion or final use · Web Audio integration with loading, looping, manifests, volume groups, pause/resume, and gesture unlock.
Audio is not cosmetic for a premium game. Build an audio matrix from the events the game actually has; do not add dialogue, weapons, music, or ambience layers just to fill categories. Respect explicit silent, procedural-audio, accessibility, and external-service constraints. A narrow sound fix does not need a new soundtrack.
The script reads `--api-key` or `ELEVENLABS_API_KEY`. Keys never go in skill files, game code, or reports.
python3 <this-skill-dir>/scripts/threejs_audio_asset.py probe # ELEVENLABS_API_KEY=SET|MISSING
Keys defined only in a shell profile can be absent from the process env; `threejs-game-director/scripts/probe_asset_credentials.sh` sources the profile and probes all three providers.
Add `--validate` to call `GET /user` and confirm the key actually works (prints `VALID_USER=...`) when a key is present but generation fails. A valid key can still be blocked by credit or plan limits, which surface as an `HTTP 4xx` from a real generation attempt — report that as a plan blocker rather than a missing key.
Run from the game project directory:
python3 <this-skill-dir>/scripts/threejs_audio_asset.py sfx \ --prompt "tight futuristic boost pickup, bright transient, short sparkling tail, arcade racing game" \ --duration 1.2 --prompt-influence 0.65 --out assets/audio/sfx/boost-pickup.mp3 python3 <this-skill-dir>/scripts/threejs_audio_asset.py sfx \ --prompt "seamless cyber resort ambience, distant surf, soft neon transformer hum, gentle crowd bed" \ --duration 12 --loop --prompt-influence 0.45 --out assets/audio/ambience/cyber-resort-loop.mp3 python3 <this-skill-dir>/scripts/threejs_audio_asset.py music \ --prompt "driving synthwave race loop, 128 BPM, punchy analog bass, bright arpeggios, steady energy with no intro or fade-out, designed to loop" \ --duration 60 --instrumental --out assets/audio/music/race-loop.mp3 python3 <this-skill-dir>/scripts/threejs_audio_asset.py tts \ --text "Perfect shot." --voice-id JBFqnCBsd6RMkjVDRZzb --out assets/audio/voice/perfect-shot.mp3 python3 <this-skill-dir>/scripts/threejs_audio_asset.py isolate \ --input assets/audio/source/noisy-boss-line.wav --out assets/audio/voice/boss-line-clean.mp3 python3 <this-skill-dir>/scripts/threejs_audio_asset.py voice-change \ --input assets/audio/source/scratch-boss-line.wav --voice-id JBFqnCBsd6RMkjVDRZzb \ --remove-background-noise --out assets/audio/voice/boss-line-final.mp3
For coordinated games use the director's `references/asset-recovery.md`. Preserve outputs and the audio trigger mapping before retrying work. Distinguish missing credentials, permissions, exhausted credits, invalid input, and transient service failures. Reconcile an uncertain paid request before resubmitting; these one-shot commands do not implement Tripo task resume. Keep independent gameplay work moving and provide a local/synthesized fallback with honest limitations when genuinely blocked.
Listen to a representative effect or line before generating a batch. Test it through its real game event, then give the lead paths and local playback findings for one consolidated QA pass.
Generated and processed file paths, the prompts, composition plans, text, source files, voice IDs, durations, loop flags and loop points and formats behind them, the runtime trigger mapping and audio groups, and any remaining gaps or plan limits.
Self-contained Codex and Claude Code skills for building playable, polished Three.js browser games.
Repo: majidmanzarpour/threejs-game-skills
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