Threejs Audio GeneratorSAFE
Agent skills for building playable, polished Three.js browser games with gameplay, AAA-style graphics, UI, QA, and optional AI-generated 3D, image, and audio assets.
Overview
Agent skills for building playable, polished Three.js browser games with gameplay, AAA-style graphics, UI, QA, and optional AI-generated 3D, image, and audio assets.
ed4c0bcf1058OBSERVED · 2026-10-22What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
--- 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." --- # 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. 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: ```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 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` (`--duration` 3–600s, `--instrumental`) or `--plan FILE` with a `composition_plan` JSON for sectioned tracks (`--seed` works 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-change` when 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.
Trust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | PASS |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- declared (3 observation(s))
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
ed4c0bcf1058full audit observations/trust-audit/skill/majidmanzarpour__threejs-audio-generator.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-22 | ed4c0bcf1058 | SAFE | B | 89 | first audit |
Questions
What does the threejs-audio-generator — majidmanzarpour/threejs-game-skills skill do?
Agent skills for building playable, polished Three.js browser games with gameplay, AAA-style graphics, UI, QA, and optional AI-generated 3D, image, and audio assets.
Is threejs-audio-generator — majidmanzarpour/threejs-game-skills safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can threejs-audio-generator — majidmanzarpour/threejs-game-skills access on my machine?
The audit observed that it reaches the network. Each of those is consistent with what it says it does. Secrets in the source: none found.
How current is this page?
The grade is for one exact copy of the source (ed4c0bcf1058), read on 2026-10-22. The repository is watched, and a new audit runs when it changes — this is the first audit.
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