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/peon-ping-create-pack

Internal — invoked headlessly by `peon create`; humans should run `peon create` instead. Author and render a brand-new PeonPing draft pack — invoked headlessly as: "Use the peon-ping-create-pack skill to draft a pack: name=<n> flavor=<f> vibe=<v> draft_root=<dir>. Follow the

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peon-ping
5k7 skills
Install
$ npx -y skills add PeonPing/peon-ping --skill peon-ping-create-pack --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/peon-ping-create-pack

Context preview

The summary Claude sees to decide when to auto-load this skill.

Internal — invoked headlessly by `peon create`; humans should run `peon create` instead. Author and render a brand-new PeonPing draft pack — invoked headlessly as: "Use the peon-ping-create-pack skill to draft a pack: name=<n> flavor=<f> vibe=<v> draft_root=<dir>. Follow the

SKILL.md

peon-ping-create-pack.SKILL.md
name: peon-ping-create-pack
description: 'Internal — invoked headlessly by `peon create`; humans should run `peon create` instead. Author and render a brand-new PeonPing draft pack — invoked headlessly as: "Use the peon-ping-create-pack skill to draft a pack: name=<n> flavor=<f> vibe=<v> draft_root=<dir>. Follow the skill exactly." Authors all 7 CESP categories honoring the vibe, writes openpeon.json (draft-stamped) and prompts.json, renders every sound via scripts/pack-render.py, and always ends by telling the human to run `peon eval <name>`.'

peon-ping-create-pack

You are drafting ONE brand-new PeonPing pack from scratch. Work only inside the draft directory you create. Do not touch any other directory, do not install anything, do not commit anything, and never finish by declaring the pack "done" or "installed" — a freshly created pack is never installed directly (see Hard rules).

If invoked without name/flavor/vibe/draft_root

This skill is internal: it is only ever invoked headlessly by `peon create` with `name`, `flavor`, `vibe`, and `draft_root` already filled in. If you were invoked WITHOUT all four (a human ran this directly with missing arguments), do nothing except tell them to run `peon create` instead. Do not touch any files. Exit.

Procedure

1. Parse the invocation: `name` (already validated by the caller against `^[a-z0-9][a-z0-9_-]*$`), `flavor` (`sfx` or `voice`), `vibe` (a one-line description), `draft_root`. 2. Compute `draft_dir = <draft_root>/<name>`. If it already exists, STOP — tell the human a draft with that name already exists and to run `peon eval <name>` on it (never overwrite an existing draft). Otherwise create `draft_dir/sounds/`. 3. Author a concept honoring the vibe, covering **all 7 CESP categories** with **at least one sound each**: `session.start`, `task.acknowledge`, `task.complete`, `task.error`, `input.required`, `resource.limit`, `user.spam`. This mirrors the concept-authoring discipline of the `brand-to-peon-packs` skill's step 2:

  • Every sound needs a `label` — short, caption-quality text describing

what's heard (not a filename, not a restatement of the category — e.g. "Soft acknowledgement", "Serene completion", not "task_complete_0").

  • Keep the aesthetic consistent across all 7 sounds so the pack reads as

one coherent idea, not seven unrelated clips. Let the `vibe` string drive instrument palette / tone / register (e.g. "calm bells" implies soft chimes and bowls throughout, never harsh or percussive).

  • **`flavor: sfx`** — wordless. Each sound needs a `prompt`: a concrete,

renderable description for ElevenLabs sound-generation (instrument or texture, character, brief shape — e.g. "two gentle bells, soft decay, warm room tone"). Avoid vague adjectives with nothing to render ("nice sound") — describe what would actually produce the sound.

  • **`flavor: voice`** — spoken. Each sound needs `text` (an in-character

line fitting the category and vibe) plus a `voice_id` (an ElevenLabs voice id). Reuse ONE `voice_id` across all 7 sounds — a pack has one voice, not seven. If no voice was specified in the invocation, pick a stock ElevenLabs voice whose character plausibly fits the vibe; do not invent a `voice_id` string — use one you can confirm actually exists (list voices via the ElevenLabs API if unsure). 4. Write `draft_dir/openpeon.json` — a CESP manifest with `cesp_version`, `name`, `display_name`, `version` (start at `"0.0.1"`), a short `description` reflecting the vibe, and `"x_openpeon_draft": true` (**always** — a pack authored by this skill is never anything but a draft). `categories` maps each of the 7 category names to `{"sounds": [{"file": "sounds/<category>_<index>.wav", "label": "..."}]}`. 5. Write `draft_dir/prompts.json` — the contract the `peon-ping-remix` skill reads for rerolls: `{"<file>": {"type": "sfx"|"tts", "prompt": "..."}}` for sfx sounds, or `{"<file>": {"type": "tts", "text": "...", "voice_id": "..."}}` for voice sounds. Keys are the same `file` paths used in `openpeon.json` (relative to `draft_dir`, e.g. `sounds/session_start_0.wav`). 6. Render every sound. For each entry, write a small job file **under `draft_dir/jobs/`** (e.g. `draft_dir/jobs/render-job-<category>_<index>.json` — never at the draft root; `approve` prunes everything under `jobs/`, so a render input left at the root would ship as junk in the approved pack) shaped as `{"type": "sfx"|"tts", "prompt"|"text"+"voice_id", "out": "<absolute path to the WAV>"}`, then run:

   python3 <peon-ping>/scripts/pack-render.py --job <file>

Pass `--mock` when the environment variable `PEON_RENDER_MOCK=1` is set — this writes a silent placeholder WAV instead of calling ElevenLabs, so the whole draft can be authored and rendered with no network, no API key, and no ffmpeg. This is how automated tests exercise this skill. (Resolve `<peon-ping>` as the scripts directory next to the running peon install, in the same order the `peon-ping-remix` skill uses: `$PEON_DIR/scripts` when set, else `${CLAUDE_CONFIG_DIR:-$HOME/.claude}/hooks/peon-ping/scripts`, else the repo checkout you were invoked from.) 7. The renderer exits nonzero on a malformed job, a missing key, or a silent-after-retry render. If ANY sound fails to render, STOP — print the renderer's stderr and exit nonzero. Do not leave `openpeon.json` claiming sounds exist that never rendered; it is fine to leave the partial `draft_dir` on disk for the human to inspect or retry — do not delete it. 8. After every sound renders successfully, print a short summary (pack name, flavor, category count, sound count) and **always** end by telling the human to run:

   peon eval <name>

to listen to and approve the draft. Never claim the pack is finished, ready to use, or installed — creation onl

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Ships withpeon-ping

Game character voice lines + visual overlay notifications when your AI coding agent needs attention — or let the agent pick its own sound via MCP. AI coding agents don't notify you when they finish or need permission.

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Repo: PeonPing/peon-ping

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