sound-design

Convert game audio requests into six-slot ElevenLabs sound-effects prompts and dispatch via /sfx.

Updated May 23, 2026
One-click install
npx skills add https://github.com/matthewharwood/dean-n-dean --skill sound-design
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: sound-design
Source: https://github.com/matthewharwood/dean-n-dean/tree/main/.agents/skills/sound-design
Command: npx skills add https://github.com/matthewharwood/dean-n-dean --skill sound-design

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It converts vague “make/generate a sound” requests into a precise, framework-driven six-slot ElevenLabs prompt and then generates the actual SFX file via the /sfx executor.

Core Features & Use Cases

  • Six-slot SFX prompting: Translates user intent into Source/Object, Action, Material/Timbre, Environment, Temporal shape, and Production/Mood.
  • Sound-class grounded generation: Chooses a single appropriate class (UI/foley/cinematic/mechanical/ambience/composite) to drive duration and looping behavior.
  • Safe dispatch via /sfx: Calls the existing /sfx command (which triggers mcp__elevenlabs__text_to_sound_effects) to ensure consistent paths and saving.
  • Guardrails for multi-event moments: Refuses to bundle multiple events into one clip when the request would likely produce muddy results, asking you to split first.

Quick Start

Ask for a sound and include what the game moment is, for example, “Generate a UI click sound for the eval button,” and the skill will prompt-ready and dispatch it for SFX file generation.

Frequently Asked Questions about sound-design

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

FAQPage Schema
How do I generate game audio sound effects from a text prompt?

To generate game audio sound effects, this skill converts your text request into a six-slot prompt—covering source, action, material, environment, temporal shape, and mood—then dispatches it to ElevenLabs for SFX file generation and saved output.

What is the best way to create loopable ambience beds for a game environment?

Creating loopable ambience beds is handled by selecting the ambience sound class, which enforces correct looping behavior and appropriate duration constraints before routing the structured prompt to the ElevenLabs text to sound effects executor.

Can I generate multiple foley sounds in a single ElevenLabs prompt?

Generating multiple foley sounds in a single prompt is blocked by guardrails that refuse to bundle multiple events into one clip, preventing muddy audio results and asking you to split the request into individual sound events first.

How does prompt engineering work for cinematic hits and mechanical sci-fi sounds?

Prompt engineering for cinematic hits and mechanical sci-fi sounds works by translating your intent into a framework-compliant six-slot prompt, choosing a single sound class to drive duration between 0.5 and 5 seconds, and enforcing strict non-scene-composition constraints.

Do I need to manually format UI feedback sounds before sending them to ElevenLabs?

You do not need to manually format UI feedback sounds; the skill automatically translates your request into the required six-slot structure and routes it through the ElevenLabs SFX executor with consistent output paths.

Why does my composite game event sound request fail to generate correctly?

Composite game event sound requests may fail if they attempt to bundle multiple distinct audio events into one clip; the skill enforces a strict non-scene-composition workflow and requires you to split complex moments into single-event composites.