# Threejs Audio Generator

Generate, convert, clean, and integrate audio for Three.js browser games with...

- Repository: https://github.com/majidmanzarpour/threejs-game-skills (2657 stars)
- Category: Design
- License: MIT
- Last updated: 2026-09-28
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add majidmanzarpour/threejs-game-skills --skill threejs-audio-generator -g -a claude-code -y`
Codex: `npx skills add majidmanzarpour/threejs-game-skills --skill threejs-audio-generator -g -a codex -y`
Cursor: `npx skills add majidmanzarpour/threejs-game-skills --skill threejs-audio-generator -g -a cursor -y`
Gemini CLI: `npx skills add majidmanzarpour/threejs-game-skills --skill threejs-audio-generator -g -a gemini-cli -y`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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.

```bash
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.

The rest: https://github.com/majidmanzarpour/threejs-game-skills/blob/HEAD/skills/threejs-audio-generator/SKILL.md
