music-track

Generate looped or cinematic game music tracks via ElevenLabs Music and wire them into Summer Engine scenes.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill music-track-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: music-track
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/music-track
Command: npx skills add https://github.com/SummerEngine/summer --skill music-track-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game music generation often produces generic stock-sounding tracks that don't loop cleanly or match a project's audio direction. This Skill turns a structured prompt (tempo, key, instrumentation, mood, structural cue) into a usable looped or linear music track, imports it into the project, marks the loop point, and wires it to an AudioStreamPlayer on the Music bus. ## Core Features & Use Cases - Prompt engineering for music generation: Builds precise ElevenLabs Music prompts with BPM, key/mode, named instruments, mood, and structural cues instead of vague genre adjectives. - Loop vs cinematic handling: Authors loops at 30-60s with a marked loop point in the MP3 import settings, or linear cinematic tracks at 60-300s for cutscenes and endings. - Engine integration: Imports the rendered MP3 and configures an AudioStreamPlayer on the Music bus at -8 dB, with an optional two-player crossfade script for gapless looping. - Use Case: You need a calm exploration loop for a level. The Skill reads your audio bible, generates a 60s D minor cello-and-piano loop, imports it as calm_exploration.mp3, sets loop=true in the import file, and wires it to autoplay on the Music bus. ## Quick Start Ask your agent to generate a 60-second calm exploration music loop at 85 BPM in D minor and wire it to the Music bus in the main scene.

Frequently Asked Questions about music-track

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

FAQPage Schema
How do I generate looping background music for a game level?

Generate a track of at least 30-60 seconds with a specific prompt naming BPM, key, instruments, and mood, then set loop=true and loop_offset in the MP3 import file. Wire it to an AudioStreamPlayer on the Music bus with autoplay enabled.

What makes a good AI music generation prompt?

Name a single BPM, a key with mode (e.g. D dorian), 2-4 specific instruments like solo cello or Rhodes piano, concrete mood adjectives, and a structural cue. Avoid genre words like epic or chill and references to existing games or composers.

Why does my generated music loop with a click or gap?

ElevenLabs Music does not return loop-clean cuts, so playback returns to 0:00 with an audible click. Mark a loop point with loop_offset in the import settings, or use a two-player crossfade script where the next instance starts the moment the previous finishes.

When should I use a linear track instead of a loop?

Use a linear track when the slot has a known length, such as a cutscene, intro, or ending, and the musical arc is the point. Use a loop for unbounded gameplay states like exploration, combat, or menus.

What are the duration limits for generated music tracks?

The duration is clamped to 3-600 seconds before being sent to the music API. Loops should be at least 30 seconds (45-60 preferred) to avoid noticeable repetition, and cinematic linear tracks should be 60-300 seconds.