Generate, convert, clean, and prepare audio assets for Three.js browser games using ElevenLabs. Use for sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature or boss stingers, announcer/dialogue TTS, scratch-performance voice conversion, voice cleanup/isolation, audio manifests, and game-ready web audio integration.
Scanned 9/12/2026
Install to Claude Code
npx -y skills add thedixitjain/the-mega-skill-library --skill threejs-audio-generator --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: threejs-audio-generator
description: "Generate, convert, clean, and prepare audio assets for Three.js browser games using ElevenLabs. Use for sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature or boss stingers, announcer/dialogue TTS, scratch-performance voice conversion, voice cleanup/isolation, audio manifests, and game-ready web audio integration."
category: frontend-and-design
source_repo: majidmanzarpour/threejs-game-skills
source_path: "skills/threejs-audio-generator/SKILL.md"
source_url: https://github.com/majidmanzarpour/threejs-game-skills/blob/HEAD/skills/threejs-audio-generator/SKILL.md
---
# Three.js Audio Generator
## Purpose
Create game-ready audio assets for Three.js projects. This skill consolidates game sound generation, voice generation/conversion, audio cleanup, credential probing, and runtime integration into one Three.js-focused production workflow.
Provider: ElevenLabs.
Resolve `<this-skill-dir>` in the commands below in this order: `~/.claude/skills/threejs-audio-generator`, `~/.codex/skills/threejs-audio-generator`, `~/.agents/skills/threejs-audio-generator`, or repo `skills/threejs-audio-generator`.
## When To Use
Use this skill for:
- SFX: jumps, hits, weapons, explosions, coins, pickups, collisions, UI clicks, confirms, errors.
- Ambience: wind, rain, city bed, engine hum, portal loop, dungeon room tone, battle arena beds.
- Voice: announcer barks, boss lines, tutorial prompts, menu narration, generated placeholder dialogue.
- Voice conversion: convert a scratch performance into a target character voice while preserving timing and emotion.
- Cleanup: isolate or denoise dialogue before voice conversion, TTS replacement, or transcription.
- Three.js integration: Web Audio loading, looping, sprite/manifest mapping, volume groups, pause/resume, user gesture unlock.
For premium/AAA/showcase game work, audio is not cosmetic. Generate or integrate at least a minimal interaction audio set for the main loop unless the user explicitly requests mute/offline-only output or credentials/API attempts are blocked.
## API Key
Never store API keys in skill files or browser/game code, and never paste a key value into a report. The script reads `--api-key` or `ELEVENLABS_API_KEY`.
Step 0, before declaring the key unavailable: run this skill's own probe and paste its literal output into the report.
```bash
python3 <this-skill-dir>/scripts/threejs_audio_asset.py probe # prints ELEVENLABS_API_KEY=SET|MISSING
```
`ELEVENLABS_API_KEY=MISSING` is only a valid skip/blocker reason when this output is shown. Keys defined only in a shell profile can be absent from the process env; if the plain probe prints MISSING unexpectedly, wrap it: `zsh -lc 'source ~/.zprofile 2>/dev/null || true; source ~/.zshrc 2>/dev/null || true; python3 <this-skill-dir>/scripts/threejs_audio_asset.py probe'`. When the director skill is loaded, prefer `threejs-game-director/scripts/probe_asset_credentials.sh`, which probes all three asset keys at once.
Audio-specific: add `--validate` to the probe to call ElevenLabs `GET /user` and confirm the key actually works (prints `VALID_USER=...`); use it when a key is present but a generation still fails. A valid key can still be blocked by an out-of-credit or plan-tier limit — those surface as an `HTTP 4xx` from a real generation attempt. Report that as a purchase/plan blocker, do not silently skip.
## Required Reference
Load `references/audio-workflows.md` before building a game audio plan, generating multiple assets, wiring runtime audio, cleaning/converting voices, or claiming premium game audio.
Track it in the reference ledger. Do not mark the audio phase complete while this reference is skipped.
## Tool Script
Run from the user's current game project directory:
```bash
python3 <this-skill-dir>/scripts/threejs_audio_asset.py --help
```
Probe:
```bash
python3 <this-skill-dir>/scripts/threejs_audio_asset.py probe
```
Generate SFX:
```bash
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
```
Generate looping ambience:
```bash
python3 <this-skill-dir>/scripts/threejs_audio_asset.py sfx \
--prompt "seamless cyber resort mini golf 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
```
Generate TTS/announcer line:
```bash
python3 <this-skill-dir>/scripts/threejs_audio_asset.py tts \
--text "Perfect shot." \
--voice-id JBFqnCBsd6RMkjVDRZzb \
--out assets/audio/voice/perfect-shot.mp3
```
Clean dialogue:
```bash
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
```
Convert a scratch performance to a target voice:
```bash
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
```
## Game Audio Defaults
- SFX: `mp3_44100_128`, 0.5-2.5s, prompt influence `0.55-0.8`.
- UI: 0.15-0.8s, high prompt influence, keep transients clear.
- Ambience loops: 8-30s, `--loop`, prompt influence `0.3-0.55`.
- Voice: TTS for clean generated lines; voice-change when timing/acting from a scratch performance matters.
- Cleanup: isolate noisy speech before voice-change or final dialogue use.
- Runtime: generate locally, commit/import files, and load them via Web Audio/Three.js integration. Never put API keys in browser code.
## Required Report
Report:
- Credential probe output or real blocker.
- Reference ledger.
- Generated/processed file paths.
- Prompts/text/input files, voice IDs, durations, loop flags, and output formats.
- Runtime integration notes: audio groups, trigger events, loop behavior, unlock gesture, pause/resume, volume/mute controls.
- Remaining audio gaps and any licensing/plan assumptions tied to the user's ElevenLabs account.
---
**Source:** [`majidmanzarpour/threejs-game-skills`](https://github.com/majidmanzarpour/threejs-game-skills) → `skills/threejs-audio-generator/SKILL.md`
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