sound-effect

Generate short SFX one-shots and wire them as AudioStreamPlayer nodes in Godot scenes.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game actions like footsteps, weapon swings, and UI clicks are often silent because producing and wiring sound effects is slow and inconsistent. This Skill generates a short SFX clip from a literal text prompt and wires it into the scene as an AudioStreamPlayer, AudioStreamPlayer2D, or AudioStreamPlayer3D node routed to the correct audio bus. ## Core Features & Use Cases - Prompt-driven SFX generation: Builds literal subject + material + action + intensity prompts for the ElevenLabs SFX capability of summer_generate_audio, returning trimmed 16-bit mono WAV files. - Scene wiring: Adds the correct positional or non-positional audio player node, sets stream, bus, volume_db, and attenuation properties, and supports a spawn-and-free pattern for one-shots that outlive their emitter. - Reuse and calibration: Searches existing audio assets before generating, calibrates volume, and enforces the audio bible's SFX classes and bus routing. - Use Case: A player sword swing is silent. The Skill searches for an existing clip, generates "metal sword swing whoosh, dry, sharp, 250ms", imports it to audio/sfx/sword_swing_01.wav, and wires an AudioStreamPlayer3D under the Player node on the SFX bus. ## Quick Start Generate a sword swing sound effect and wire it as a positional audio player on my player character.

Frequently Asked Questions about sound-effect

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

FAQPage Schema
How do I generate a sound effect for a game action?

Build a literal prompt with subject, material, action, intensity, and duration, such as "metal sword swing whoosh, dry, sharp, 250ms", then call summer_generate_audio with the sound_effects capability. Import the returned WAV and wire it to an audio player node.

How do I add positional audio to a Godot scene?

Add an AudioStreamPlayer2D for 2D games or AudioStreamPlayer3D for 3D games under the emitting node, then set its stream, bus, volume_db, and attenuation properties. Use plain AudioStreamPlayer for non-positional sounds like UI clicks.

Why does my generated sound effect prompt return bad results?

Adjective-only prompts like "epic sword sound" fail because the SFX model renders literal sound descriptions, not vibes. Describe material, action, intensity, and duration instead, and split multiple events into separate generations.

When should I not use this SFX generation approach?

Do not use it for music, long ambient loops over 5 seconds, or voice dialogue, which belong to dedicated music, ambient-bed, and voice-line workflows. It is designed for one-shots and loops under 2 seconds.

Why does my looping sound effect click?

Generated one-shots are not loop-clean, so looping them produces audible clicks. Keep Loop off for one-shots, and use a dedicated ambient-bed workflow for actual looping textures.