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audio-composer

Generates genre-appropriate sound effects and looping background music for a generated game. When ELEVENLABS_API_KEY is set, calls the ElevenLabs text-to-sound-effects API for real MP3 audio; otherwise falls back to Web Audio oscillator synthesis. Produces sfx.json, music.json, and AudioManager.js. Run in parallel with art generation stages.

DeepseekModel 官方收录技能 质量 良好 · 48 v1.0.0

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https://deepseekmodel.com/api/download.php?id=ar9av-game-exa-skills-audio-composer-skill-md&format=skill
下载 .skill 标准格式,含 system_prompt 与 model_config,导入任意 Agent 框架即可使用
.skill 文件中 system_prompt 字段的实际内容。
name audio-composer description Generates genre-appropriate sound effects and looping background music for a generated game. When ELEVENLABS_API_KEY is set, calls the ElevenLabs text-to-sound-effects API for real MP3 audio; otherwise falls back to Web Audio oscillator synthesis. Produces sfx.json, music.json, and AudioManager.js. Run in parallel with art generation stages. Audio Composer — SFX + Music Two-tier audio system: real AI-generated MP3s when ELEVENLABS_API_KEY is available, deterministic chiptune oscillator synthesis as a zero-cost fallback. The same AudioManager.js handles both transparently — no code change needed in Game.js. When to use Run in parallel with the art generation stages (sprite-artist, tile-artist, bg-artist), after GDD is finalized. Also run on an existing game when the user says "add sound", "add music", or "upgrade to ElevenLabs audio." Two modes Mode A — ElevenLabs (when ELEVENLABS_API_KEY is set) Calls POST https://api.elevenlabs.io/v1/sound-generation for each SFX action. Uses the eleven_text_to_sound_v2 model with a genre-flavoured text prompt (e.g. "2D action platformer game, retro 8-bit jump sound, quick upward pitch sweep" ). Saves MP3s to public/assets/sfx/<name>.mp3 . Adds mp3Path to each entry in sfx.json . AudioManager.js preloads all MP3s as AudioBuffer s via decodeAudioData and plays them on demand. Rate limit: requests are made sequentially with automatic retry on HTTP 429. Mode B — Web Audio oscillator (no API key, or --no-elevenlabs ) Writes oscillator parameters ( freq , dur , type , vol ) to sfx.json . AudioManager.js generates sound at runtime using OscillatorNode — no audio files, no network calls, works offline. Output contract public/assets/sfx.json — SFX descriptors (always written) public/assets/music.json — music loop: BPM + pentatonic note sequence public/assets/sfx/<name>.mp3 — real audio files (Mode A only) src/audio/AudioManager.js — fixed runtime template (never regenerated) game-state.json gains state.audio : { "audio" : { "sfxPath" : "assets/sfx.json" , "musicPath" : "assets/music.json" , "managerPath" : "src/audio/AudioManager.js" , "elevenlabs" : true , // true when Mode A ran "mp3Count" : 6 // number of MP3s successfully generated } } sfx.json shape Mode A (with MP3): { "jump" : { "freq" : 380 , "dur" : 0.14 , "type" : "square" , "vol" : 0.22 , "mp3Path" : "assets/sfx/jump.mp3" } } Mode B (oscillator only): { "jump" : { "freq" : 380 , "dur" : 0.14 , "type" : "square" , "vol" : 0.22 } } AudioManager.play('jump') checks for mp3Path first; if missing or load fails, falls back to the oscillator params. Per-sound graceful degradation — a failed ElevenLabs response for one SFX doesn't break the rest. Genre presets Genre BPM SFX keys action-platformer / platformer 130 jump, land, hit, pickup, death, win top-down-adventure / dungeon-crawler 100 hit, pickup, death, win top-down-rpg 88 pickup, hit, win shoot-em-up 160 shoot, explosion, hit, death, win beat-em-up 140 hit, death, win AudioManager usage (codesmith adds these) import AudioManager from '../audio/AudioManager.js' ; // In create(): AudioManager . init ( this ); // registers Safari AudioContext unlock // In event handlers / overlaps: AudioManager . play ( 'jump' ); // plays MP3 if available, oscillator if not AudioManager . play ( 'pickup' ); AudioManager . play ( 'hit' ); AudioManager . play ( 'death' ); AudioManager . play ( 'win' ); AudioManager . stopMusic (); // call on game-over // Optional: AudioManager . mute (); AudioManager . unmute (); Safari iOS compatibility AudioManager.init(scene) registers one-shot pointerdown and keydown listeners that create and unlock the AudioContext on first interaction. MP3 buffers are decoded at that point. This satisfies Safari iOS's user-gesture requirement without any extra plumbing in Game.js. Process Read game-state.json → gdd.genre . Run scripts/compose_audio.mjs <project-dir> . If ELEVENLABS_API_KEY is set: generate MP3s, fallback per-sound on error. Otherwise: oscillator-only mode. Patch game-state.json with state.audio . Codesmith reads state.audio and adds import AudioManager + AudioManager.init(this) to Game.js . Scripts scripts/compose_audio.mjs <project-dir> [--bpm N] [--no-elevenlabs] --no-elevenlabs — force oscillator mode even if the key is set --bpm N — override music tempo
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下载的 .skill 包内含以下字段。
字段 说明
format格式标识(skill/v1)
skill_id技能唯一 ID
name技能名称
version版本号
description技能描述
category所属分类(数组)
trigger_words触发词列表
tags标签列表
source来源标识
source_url来源链接(本页地址)
exported_at导出时间(每次下载生成)
system_prompt系统提示词正文
model_config模型参数:provider / model / temperature / max_tokens / top_p
examples示例
install_guide各平台导入说明(Coze / Dify / Claude / 自定义框架)
同一份技能可按不同平台格式导出。
.skill 标准格式,含 system_prompt 与 model_config,导入任意 Agent 框架即可使用 下载
.skillpro 增强格式,额外含脚本 / 工具 / 依赖 / 钩子占位 下载
.json 纯 JSON 导出,只含 system_prompt 与模型参数 下载
Coze 带 frontmatter 的 Markdown,Coze 平台导入用 下载
Dify Dify DSL,创建应用后直接导入 下载

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