threejs-audio-generator
Three.js Audio Generator
Game-ready audio for Three.js projects: generation, 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 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) · 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, 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.