build-sfx

Generate non-pitched sound effects via local algorithmic synthesis into 44.1 kHz WAV files.

16|2|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/lens-studio-devs/ls-extensions --skill build-sfx-lens-studio-devs
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: build-sfx
Source: https://github.com/lens-studio-devs/ls-extensions/tree/main/plugins/ls-clad/skills/build-sfx
Command: npx skills add https://github.com/lens-studio-devs/ls-extensions --skill build-sfx-lens-studio-devs

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Lens Studio projects need custom sound effects, but sourcing licensed audio samples is slow and legally risky. This Skill synthesizes UI clicks, impacts, whooshes, foley, ambient textures, and retro 8-bit sounds entirely from code, writing license-clean WAV files directly into the project's Assets/GeneratedSFX/ folder. ## Core Features & Use Cases - Curated preset library: Production-quality layered presets (uiClick, impact, footstep, explosion, sparkle, and more) with knob parameters and per-call variation so repeated sounds never feel cloned. - Full DSP engine: Oscillators, envelopes, biquad filters, granular textures, convolution reverb, compression, and an FX chain for hand-rolling custom sounds when no preset fits. - Deterministic verification: A test battery renders fixtures and enforces numeric gates (DC offset, clipping, tail clicks, pitch accuracy) so regressions are caught automatically. - Use Case: A user asks for a glass-breaking sound for an AR game. The Skill loads the engine, layers a snap transient with ringing bell shards, applies medium-room reverb, and writes glass_break.wav to Assets/GeneratedSFX/ ready for requireAsset(). ## Quick Start Ask the agent to generate a sound effect, for example: create a metallic impact sound with a short reverb tail for my Lens.

Frequently Asked Questions about build-sfx

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate sound effects for a Lens Studio project?

Describe the sound you want and the Skill synthesizes it locally, writing a 44.1 kHz WAV to Assets/GeneratedSFX/. The Lens then references it via requireAsset('../GeneratedSFX/<name>.wav').

What kinds of sounds can algorithmic synthesis produce?

The engine covers UI clicks and chimes, layered impacts, whooshes and risers, footsteps and cloth foley, ambient beds like wind and rain, and retro 8-bit game sounds. Pitched musical phrases are handled by the separate build-music skill instead.

Does the generated audio require sample licenses or attribution?

No. The engine is fully algorithmic with no samples, datasets, or model weights, so every output is license-clean by construction. The DSP is derived from published papers and public-domain or MIT/BSD sources.

Why does my generated WAV file not appear in the Lens?

The most common cause is a relative output path resolving against the wrong working directory. The Skill enforces absolute paths via PROJECT_ASSETS_SFX and verifies the WAV exists and is non-empty after the Node script runs.

How do I get variation when generating multiple similar sounds?

Call the preset once per asset without passing a seed. Presets draw parameter variations from a seeded RNG, so seedless calls produce sibling sounds rather than identical clones, which keeps repeated playback feeling alive.