Individual skill
threejs-audio-generator
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, 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.
plugins/shared/loom/skills/threejs/threejs-audio-generator/SKILL.md
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- Last checked
- Nov 7, 2026
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- Nov 3, 2026
- License
- Apache-2.0
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SKILL.mdcore · 5,159 bytesSKILL.mdcore · 5,159 bytesSKILL.mdcore · 5,159 bytesSKILL.mdcore · 5,159 bytesagents/openai.yamlasset · 267 bytesreferences/audio-workflows.mddoc · 4,421 bytesscripts/threejs_audio_asset.pyruns · 10,253 bytes
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# 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.