Install Threejs Audio Generator
Pick your agent. Every command is ready to paste.
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-audio-generatorThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads threejs-audio-generator when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the threejs-audio-generator skill”. In Codex, type $threejs-audio-generator.
Three.js Audio Generator
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.
Reference
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.
When to use
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.
API key
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.
Commands
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
Defaults
- SFX:
mp3_44100_128, 0.5–2.5s, prompt influence 0.55–0.8. - UI: 0.15–0.8s, high prompt influence, transients kept clear.
- Ambience: 8–30s with
--loop, prompt influence 0.3–0.55. - Music:
music --prompt(--duration3–600s,--instrumental) or--plan FILEwith acomposition_planJSON for sectioned tracks (--seedworks only with plans). The API has no loop flag; lengths, looping, and layering are in the reference's Music Strategy. - Voice: TTS for clean generated lines;
voice-changewhen timing and acting from a scratch performance matter. Isolate noisy speech first. - Runtime: generate into the game project and load through Web Audio. Follow the project's asset/version-control policy; do not commit or publish unless asked. No API keys in browser code.
Recovery and Coordination
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.
Report
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.
Tips for Threejs Audio Generator
- • Start a fresh session after installing so your agent picks up the new skill.
- • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 9 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Threejs Audio Generator
What does the Threejs Audio Generator skill do?
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.
How do I install Threejs Audio Generator?
Run "npx skills add majidmanzarpour/threejs-game-skills --skill threejs-audio-generator" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Threejs Audio Generator work in Cursor and Codex?
Yes. Threejs Audio Generator uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Threejs Audio Generator free?
Threejs Audio Generator is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Threejs Audio Generator?
Threejs Audio Generator is published by majidmanzarpour in the majidmanzarpour/threejs-game-skills repository, together with 8 other skills.




