添加音频

SKILL音频生成

原名 add-audio

音频生成 浏览器控制 许可证不明确 CodexClaudeCursorGemini CLI
安装这个技能

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

累计安装 7,886 本周 319
GitHub 星标 109 仓库 game-creator
下载量 2,475 技能市场下载数
权限级别 浏览器控制 安装前请确认风险范围
许可证 许可证不明确 unknown

安装

GitHub 仓库
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
npx skills add https://github.com/opusgamelabs/game-creator --skill add-audio

技能档案

音频生成
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方opusgamelabs仓库 game-creator · 版本 未标注
宿主客户端Codex、Claude、Cursor、Gemini CLI技能可被这些客户端加载
安装方式GitHub 仓库安装包 opusgamelabs/game-creator
权限级别浏览器控制安装前请确认风险范围
许可证unknown许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验2026-05-01上游最后核验时间 · 数据更新 未标注
正文体量3.7 KBSKILL.md 原文大小,越大说明说明书写得越细

能做什么

4 项能力
上游给出的能力概览与适用场景
  • 按任务关键词查找相关 Skills
  • 展示可复制的安装命令
  • 保留来源站点、仓库和原始说明,方便继续核验
  • 展示第三方安全扫描或审计结果
用户想查找某类 Agent Skill 时需要根据任务场景推荐可安装能力包时需要对比不同来源的安装命令和来源信息时

权限与风险

浏览器控制
装之前先读完这段

安装与使用指南

安装步骤

本站只展示命令,不托管安装包,也不自动执行。

怎么用

安装后应在对应宿主中按原始 README 的触发条件使用;当前草稿只做目录说明,具体调用方式由规则抽取,异常条目再复核。

SKILL.md 全文

3.7 KB
模型实际读到的说明书原文,来自技能仓库

Performance Notes

  • Take your time to do this thoroughly
  • Quality is more important than speed
  • Do not skip validation steps

Add Audio

Add procedural music and sound effects to an existing game. BGM uses a Web Audio API step sequencer for looping patterns. SFX use the Web Audio API directly for true one-shot playback. No audio files or npm packages needed — everything is synthesized in the browser.

Instructions

Analyze the game at $ARGUMENTS (or the current directory if no path given).

First, load the game-audio skill to get the full Web Audio patterns and integration guide.

Step 1: Audit

  • Read src/core/EventBus.js to see what game events exist (flap, score, death, etc.)
  • Read all scene files to understand the game flow (gameplay, game over)
  • Identify what music and SFX would fit the game's genre and mood

Step 2: Plan

Present a table of planned audio:

Event / Scene Audio Type Style Description
GameScene BGM Chiptune Upbeat square wave melody + bass + drums
GameOverScene BGM Somber Slow descending melody
Player action SFX Retro Quick pitch sweep
Score SFX Retro Two-tone ding
Death SFX Retro Descending crushed notes

Explain in plain English: "Background music will automatically loop during each scene. Sound effects will play when you do things like jump, score, or die. The first time you click/tap, the audio system will activate (browsers require a user interaction before playing sound)."

Step 3: Implement

  1. Create src/audio/AudioManager.js — AudioContext init, master gain node, BGM sequencer play/stop
  2. Create src/audio/AudioBridge.js — wires EventBus events to AudioManager for BGM, calls SFX functions directly
  3. Create src/audio/music.js with BGM patterns for each scene (Web Audio step sequencer — note arrays that loop continuously)
  4. Create src/audio/sfx.js with SFX for each event (Web Audio API — OscillatorNode + GainNode + BiquadFilterNode for true one-shot playback)
  5. Add audio events to EventBus.js if not present (AUDIO_INIT, MUSIC_GAMEPLAY, MUSIC_GAMEOVER, MUSIC_STOP, AUDIO_TOGGLE_MUTE)
  6. Wire initAudioBridge() in main.js
  7. Emit AUDIO_INIT on first user interaction (game starts immediately, no menu)
  8. Emit music events at scene transitions and SFX events at game actions
  9. Add mute toggle — AUDIO_TOGGLE_MUTE event, UI button, M key shortcut

Step 4: Verify

  • Run npm run build to confirm no errors
  • List all files created/modified
  • Remind the user: "Click/tap once to activate audio, then you'll hear the music"

Example Usage

Full audio pass

/add-audio examples/flappy-bird

Result: Creates src/audio/AudioManager.js, music.js (gameplay + game-over BGM patterns), sfx.js (flap, score, death, button SFX) → wires via AudioBridge → mute toggle on M key. First click activates audio.

Troubleshooting

No sound plays

Cause: AudioContext not resumed after user interaction (browser autoplay policy). Fix: Ensure AudioContext.resume() is called on first user input (click/tap/keydown). Check for AUDIO_INIT event wiring.

Audio causes lag spikes

Cause: Creating new OscillatorNodes every frame. Fix: SFX should be one-shot (create, connect, start, stop). BGM uses a single looping sequencer. Never create nodes in update().

Next Step

Tell the user:

> Your game now has music and sound effects! Next, run /game-creator:qa-game to add automated tests that verify your game boots correctly, scenes transition properly, scoring works, and visuals haven't broken.
>
> Pipeline progress: /make-game → /design-game → /add-audio → /qa-game → /review-game

安全信息

审计结论
未标注不代表已通过审计
安全审计Gen Agent Trust Hub、Socket、Snyk第三方安全审计平台给出的结论

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 2026-05-01。