elevenlabs
Skill0 starsChanged 17 days agoMITView on GitHub
Generate game sound effects, music stings and character voices with ElevenLabs without wasting credits or shipping the "AI sound". Covers the hard rules (paid plan for commercial use, human approval of take counts and a credit estimate, an AI-generation log, keys in .env), the pilot-then-batch workflow, SFX prompt patterns, layering, loops, pitched sounds, finishing takes for the game, and voice work (model choice, Voice Design, consistency, barks, audio tags, disclosure). Use before planning, estimating, prompting, generating or reviewing anything made with ElevenLabs (Sound Effects, Music, Text to Speech, Text to Dialogue, Voice Design, Voice Changer).
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12 other projects use a version of this.
Adopted by
Most recently taken up by
- OpenMontageInc/OpenMontagetheir own version, first seen Nov 8, 2026
- digitalsamba/claude-code-video-toolkittheir own version, first seen Nov 8, 2026
- calesthio/OpenMontagetheir own version, first seen Nov 8, 2026
- JustinPerea/nebula-nodestheir own version, first seen Nov 5, 2026
- jkitchin/knowhowtheir own version, first seen Nov 1, 2026
- Gopyr/gopyr-skills-hubtheir own version, first seen Oct 11, 2026
Used with
Projects with it also use ltx2, bfl-api and 10 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
LinHao-citySkillltx2
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BFL FLUX API integration guide covering endpoints, async polling patterns, rate limiting, error handling, webhooks, and regional endpoints with Python and TypeScript code examples.
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MoizIbnYousafSkillvisual-style
Build a persistent visual brand identity for image generation. Defines how the brand looks visually — aesthetic, lighting, composition, mood — and writes it to brand/creative-kit.md so /image-gen and other creative skills produce consistent on-brand visuals. Three modes: Extract (from website/URL), Build (interview), Reference (mood board/examples). Use when starting any project that needs images, when the user says "visual style", "brand aesthetic", "image style", "visual identity", "how should our images look", "build visual brand", "define our look", or when /image-gen outputs feel generic because no visual style exists yet.
Also in 3 projects that use this
- +8 more from LinHao-city
Other versions12 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 12
- calesthio/OpenMontage★ 78ksame name
- OpenMontageInc/OpenMontage★ 78ksame name
- digitalsamba/claude-code-video-toolkit★ 2.5ksame name
- sanjay3290/ai-skills★ 452same name
- jkitchin/knowhow★ 42same name
- JustinPerea/nebula-nodes★ 23same name
- LinHao-city/StoryMind★ 10same name
- ai-ecoverse/skills★ 1same name
- leonardoaraujosantos/my_ai_skills★ 1same name
- rolandtolnay/llm-toolkit★ 1same name
2 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository21 other files it gives its agents.
- art-craftSkill
- blender-animSkill
- char-3d-sourceSkill
- char-animSkill
- design-craftSkill
- design-principlesSkill
- enemy-designSkill
- fx-craftSkill
- godot-devSkill
- hero-designSkill
- marketing-playbookSkill
- motion-graphicsSkill
- post-voiceSkill
- save-the-catSkill
- skill-designSkill
- ui-craftSkill
- video-craftSkill
- video-longformSkill
- video-shortSkill
- video-trailerSkill
- video-youtubeSkill
The file
We split this skill into the rules it gives an agent
8 rules. 0 are common, 8 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 9 edited versions we read keep these.
8
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 24
No one else's work as input: No artist, game or library names in prompts, no reference audio you don't own.
- Distinctive: line 38
Batch plan, approved: Use the winning settings and fix the prompts that failed.
- Distinctive: line 53
Use a take straight from the download, or pitch-shift a tonal take more than a semitone to fit the key.
- Distinctive: line 54
Ask the SFX model for a sequence ("footsteps, then a door") and keep it.
- Distinctive: line 55
Write a level-up, synergy or reward as a music prompt or cut it from a music take.
- Distinctive: line 59
Put effect words in a Voice Design description ("reverb", "echo", "phone", "tape", "radio").
- Distinctive: line 60
Use a Voice Library voice of a real person for a character, or clone anyone without written consent.
- Distinctive: line 61
Leave Community Sharing or model-training data use on (check both once, see references/rights-and-api.md).
“Common” is measured: kept by at least 6 in 10 of the 9 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
ElevenLabs: sound effects and voices
Every practice here is backed by two or more independent sources, by the official docs, or by a measurement you can repeat. Where sources disagree, the skill says so and tells you to A/B it in the pilot rather than pick a side. Sources with dates: references/sources.md.
The bar: ElevenLabs gives raw takes, never finished sounds. Every take is chosen, cut, layered and measured like a recording, and nothing reaches the game without the human's approval and a line in the AI-generation log.
The craft of sound itself (three layers, bands, frame sync, mixing, loudness) lives in the fx-craft skill (sound.md). This skill covers getting good raw material out of ElevenLabs.
Conventions assumed: raw takes and prompt logs in design/fx/<moment>/, finished audio in game/audio/, gains in a tuning resource. Adapt to your project.
Hard rules
- 🔴 Paid plan only for anything shipped. Output made on a Free plan never goes into the game or marketing (Terms 1(c): free = non-commercial). Check your tier with
GET /v1/user/subscriptionbefore the first batch. - 🔴 Ask before spending. Every generation, pilot included, goes to the human first with: what, how many takes, settings, and estimated credits, worst case. Estimate SFX at the documented 40 credits per second; real bills often come in lower. After each batch read the actual cost from
/v1/usage/character-statsand write it down. - 🔴 AI-generation log. Keep an AI-generation log in your repo. Every file used in the game or marketing gets a line (file, tool, date, prompt, where used). Takes looked at and dropped are logged as
not used. Steam's AI disclosure is filled from this log. - 🔴 Key only in an untracked
.env(ELEVENLABS_API_KEY). Never in the repo, notes, logs, or a command echoed into a report. - fx-craft's determinism and mixing rules hold. Sound only watches the game. Gains live in data.
- No one else's work as input. No artist, game or library names in prompts, no reference audio you don't own.
- Voice is a separate decision each time. Character voices touch actors, disclosure and player trust. Never generate a voice, design a voice, or use a Voice Library voice without its own explicit approval. See references/voice.md "Before any voice work".
Rights, terms and the API tables: references/rights-and-api.md.
Workflow: pilot, then batch
Takes vary a lot and the parameters that matter (prompt influence, negative words) are contested, so learn on a small pilot and spend on the batch only after.
- Contract per sound. Before any prompt, write what the sound must keep: length, pitched or not, the band it owns, the moment and its strength, what it must sound like it's made of (instrument or material), and the feeling it moves through. A placeholder file is never the contract: "keep the v1 chord" freezes a code synth into the result.
- SFX or music is set by the moment, not by how big it feels. Round wins, boss wins and losses can be music stings (Eleven Music). Every moment where the team grows (level-up, synergy, reward) and every hit is an SFX: it strikes on the frame and glows for 0.6–1.5 s. A synergy written as film score reads wrong.
- Prompts. One sound event per prompt; front, body and tail as separate prompts. Patterns in references/sfx.md, punchy game sounds in its "Punchy game SFX".
- Pilot plan, approved. 2 takes × 2 settings per sound (prompt influence 0.3 and 0.7, or with and without the negative tail), explicit duration, worst-case credits. Usually under 10% of the batch.
- Pilot. Raw takes to
design/fx/<moment>/raw/; every prompt, setting, take count and credit cost todesign/fx/<moment>/prompts.md. Listen at game volume, measure (onset, true peak, pitch for pitched sounds), keep or drop each take with one reason. - Batch plan, approved. Use the winning settings and fix the prompts that failed. Report the pilot's kept rate (kept ÷ takes) and size the batch from it: takes needed = sounds × variants ÷ kept rate. Cap it. Get approval, then generate.
- Finish. Trim, layer, EQ, peak, fade, name: references/sfx.md "Finishing". Finals to
game/audio/, a second tuning resource for A/B, log lines. - A/B for the human. Same scene, same capture, old and new as separate clips (
fx-craft"Capture and measure"). The live game resource changes only after approval.
Credit savers the sources agree on:
- Always set
duration_seconds. Auto picks odd lengths (dead air, 6 s for one door hit) and you can't price it in advance. - Change one thing per retry. Rewording and a parameter change in the same retry tell you nothing.
- Stop at 3 to 5 usable candidates per sound; editing beats more generating.
- Never rerun an identical prompt hoping for luck after two misses. Rewrite it concretely (source, material, action, space).
- Text costs nothing in SFX (cost depends on duration only), so a precise prompt is free; a vague one costs retries.
- Voice Design charges the preview text once for three voices; TTS in the web app gives two free regenerations of identical input (dashboard only, not API).
Don't
- Use a take straight from the download, or pitch-shift a tonal take more than a semitone to fit the key.
- Ask the SFX model for a sequence ("footsteps, then a door") and keep it; it drops events. Generate parts and combine.
- Write a level-up, synergy or reward as a music prompt or cut it from a music take. Music starts soft and resolves over seconds; these moments must hit on the frame.
- Fall back to a code synth when a take fails, or keep a synth as the part the ear hears. Use recorded samples or the music route instead (references/sfx.md "Pitched sounds").
- Show a candidate without saying, per sound, what made it (which ElevenLabs takes, which library recording, which synth layer).
- Trust the SFX model to hit a musical key. No practitioner reports it reliably; measure every pitched take (FFT within ±20 cents) or build the tonal core another way.
- Put effect words in a Voice Design description ("reverb", "echo", "phone", "tape", "radio"); they degrade the voice. Era colour is post-processing.
- Use a Voice Library voice of a real person for a character, or clone anyone without written consent.
- Leave Community Sharing or model-training data use on (check both once, see references/rights-and-api.md).
- Generate anything in a task that wasn't approved for it, including "just one test take". A no-credit call (one that fails validation,
/v1/user/subscription) is fine.
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