ElevenLabs Voiceover Generator
digitalsamba/claude-code-video-toolkit
Generates narration, sound effects and cloned voices through the ElevenLabs API, with model and setting choices tuned to the content's style.
Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from…
$ npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins sound --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/sound .claude/skills/sound && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "sound" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/sound into .claude/skills/sound/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sound", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/soundType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins sound --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/sound .agents/skills/sound && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "sound" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/sound into .agents/skills/sound/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sound", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins sound --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/sound .cursor/skills/sound && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "sound" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/sound into .cursor/skills/sound/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sound", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/hashgraph-online/awesome-codex-plugins.git --path plugins/homie-rocks/homie/skills/sound--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins sound --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/sound .gemini/skills/sound && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "sound" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/sound into .gemini/skills/sound/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sound", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install hashgraph-online/awesome-codex-plugins soundInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/sound .github/skills/sound && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "sound" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/sound into .github/skills/sound/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sound", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins sound --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/sound .opencode/skills/sound && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "sound" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/sound into .opencode/skills/sound/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sound", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
soundMake a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from…
Sound is an agent skill from hashgraph-online/awesome-codex-plugins. Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from presets, a short synthesized theme or score from chords and patterns with stems and seamless section loops, a mix of any audio files and expressions — measured for loudness, clipping, late starts and what a phone speaker loses, then wired into the game with a small player that starts on the first touch and switches music on…
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 14 other files, including scripts and reference files (for example `references/GAME-SOUND.md`, `references/SCORE.md` and `references/TRAPS.md`).
It sits in Game Development, covering Music and audio generation and Game assets and audio. It works with FFmpeg. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 78497e5. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 7 files in scripts/ (JavaScript and TypeScript), which the agent can run.
Shell commands in SKILL.md call:
nodebrewnpmFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Sound loads about 2.4k tokens when it runs, and up to ~7.4k if it reads all its reference files. Until then it costs about 180 tokens; SKILL.md has 1,242 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from hashgraph-online/awesome-codex-plugins at commit 78497e5, republished under its Apache-2.0 licence (© hashgraph-online). 1,242 words, ~2,398 tokens.
.claude/skills/sound/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.Everything here runs on this computer with Node 22 and ffmpeg: nothing is sent anywhere and nothing
costs money. Sung songs and produced music from a model are the music skill (ElevenLabs, paid);
this skill is effects and synthesized music. They share the studio's music/ folder and manifest, so
a synthesized theme gets a song page just like a rendered one.
One script: scripts/sound.mjs in this skill's folder (Claude Code:
node "${CLAUDE_PLUGIN_ROOT}/skills/sound/scripts/sound.mjs" <command>), run from inside the studio
(the folder with studio.json). Every command takes --json.
node <sound.mjs> check # node, ffmpeg and its encoders, the studio and its games
node <sound.mjs> presets # every effect preset, instrument, groove and pattern, one line eachNo ffmpeg: offer brew install ffmpeg (macOS) or the system package; the person approves.
Finish in this turn: an effect set takes seconds, a one-minute score under a minute.
node <sound.mjs> sfx <set> --kit arcade --for-game <id> # a kit: arcade, platformer, shooter, party, ui
node <sound.mjs> sfx <set> --only jump,coin,hit,win --style retro # just these, crunchy 8-bit
node <sound.mjs> sfx <set> --spec music/<set>/effects.json # your own list (below)It writes music/<set>/sfx/<name>-<n>.wav and an Ogg copy of each, music/<set>/sfx.json (the
spec and every file's measured level), a reel to listen to (<set>.mp3) and its picture
(<set>-reel.png, a spectrogram over the waveform). Open the picture and look: a sound you
cannot hear is still a sound you can see. Then read the warnings; each one is something a person will
hear wrong, with the fix.
A spec is { "style": "clean", "variants": 3, "effects": [ { "name": "stomp", "preset": "land", "pitch": -3, "length": 1.2, "level": "big" } ] }:
preset is any name from presets (the effect's name is used when it is one), pitch in
semitones, length a stretch, seed another take, style clean, retro or soft, level ui,
small, normal, big or a number in dB. Name effects after what happens in the game (stomp,
gem, ko), not after the preset.
Write music/<slug>/score.json (the full language, with a worked example: references/SCORE.md):
tempo, key, instruments (presets with a level, pan, echo in beats, reverb send, a duck under the
kick), sections in whole bars with chords and one pattern per instrument, an arrangement, and the
sections to loop. Then:
node <sound.mjs> score <slug> --spec music/<slug>/score.json --loops main,chase--lufs -18 for a bed under a game's effects), the page
mp3, a 24-bit master kept off the site, one stem per instrument plus the room (they sum to the
mix), and seamless loops of the sections you name: each is rendered three times in a row and
the middle copy kept, so reverb and echoes that ring over the loop point are already in its head.
The report gives each loop's seam (1 or less is seamless) and its exact bar length. A loop over 1
is in warnings and the summary says NOT SEAMLESS (loopsSeamless: false): an empty warnings
list means the loops were checked and pass. The master's limiter is applied across the three
copies, so a loud loop keeps its seam; nothing is faded at the loop point and no bar is shortened.plan.json holds the bar grid, so the video skill cuts a trailer on this music's bar lines.<slug>.png and read the numbers: loudness, true peak, and what it measures through a phone
speaker. Say them in your report, not adjectives.node <sound.mjs> mix <slug> --spec music/<slug>/mix.jsonParts are audio files (a recording, a render, a loop), ffmpeg aevalsrc expressions (one, or two for
left and right), or effect presets, each placed (at seconds), levelled (db), panned, faded, repeated
and filtered with an ffmpeg -af chain. They are summed at exactly the levels written (no automatic
normalisation), limited, and brought to master.lufs if you give one. Expressions have traps that
fail silently: read references/TRAPS.md before writing one.
node <sound.mjs> wire <set> <score slug> --game <id>It copies the files into the game (public/sound/, or sound/ for a static game), writes
sound.json (what exists) and sound.js (the player) and prints the two lines to add. Then, in the
game's code:
import { createSound } from './sound.js';
const sound = createSound({ base: 'sound/' });
sound.music('<score slug>'); // once, at the top: it starts on the first touch
sound.play('coin'); // where the thing happens
sound.play('coin', { pitch: combo }); // a climbing combo; pan -1..1 for where it is
sound.section('chase'); // the next loop, exactly on the next bar line
sound.duck(0.4, 0.5); // music down for a big hitplay where the host AND each replica
draw the event (a pickup that shows up in a snapshot, a hit that lands on screen), not only in the
host's rules, or only the host hears the game.wire prints the real download size; keep a game's sound under about 3 MB.["jump.ogg", "jump.wav"]);
a list of one file is fine.references/GAME-SOUND.md, "A log for a recorder"): sound that goes
through sound.play and sound.music is in the trailer, sound made any other way is not.references/GAME-SOUND.md.@homie-rocks/audio has the building blocks; install it exactly
pinned (npm install --save-exact @homie-rocks/audio@0.1.0).Build, run the game, and let the playtest skill's sound row listen: it copies what the game really
sends to the speaker while it is played, and says how loud it is, whether it clips, what a phone loses,
whether actions answer with a sound, and whether the music ever started. Never say a game "has sound"
from the code alone.
node <sound.mjs> add <slug> --title "<Title>" --blurb "<one line>" [--for-game <id>] --publish
node <sound.mjs> publish <slug> # rebuild and redeploy the site; the page answers 200An effect set gets a page with its reel and every effect to download; a score gets its player, its
loops and its stems. The credits line says they were synthesized from code (no samples, no model).
Commit music/<slug>/ specs and the manifest; the audio files stay out of git (the studio's
.gitignore) and regenerate from the spec, byte for byte.
The page or the game, what was made (how many effects, the theme's length and bars), the loudness numbers, the warnings you fixed and any you did not, and that it cost nothing.
© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 10 other files (scripts, references) in plugins/homie-rocks/homie/skills/sound of hashgraph-online/awesome-codex-plugins.
Open the folder on GitHubat commit 78497e5
Sound next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Sound this skillhashgraph-online/awesome-codex-plugins | 1.2k | — | ~2.4k | Automated safety check: Pass | Apache-2.0 | |
| ElevenLabs Voiceover Generatordigitalsamba/claude-code-video-toolkit | 2.2k | 1 repos | ~2.7k | Automated safety check: Notes | MIT | |
| Fal Assetsrehan-remade/universal-modder | 5.3k | — | ~2k | Automated safety check: Notes | MIT | |
| Audio Loudness Normalizationgodot-fun/gai | 182 | — | ~684 | Automated safety check: Pass | MIT | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.3k | — | ~3.6k | Automated safety check: Pass | MIT | |
| Qiaomu Cutjoeseesun/qiaomu-cut-skill | 369 | — | ~6.8k | Automated safety check: Notes | MIT |
digitalsamba/claude-code-video-toolkit
Generates narration, sound effects and cloned voices through the ElevenLabs API, with model and setting choices tuned to the content's style.
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
godot-fun/gai
Normalizes a single audio file to consistent LUFS loudness with true-peak limiting using FFmpeg.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
joeseesun/qiaomu-cut-skill
把一句话需求转成可复现、可验收视频工程的乔木智能剪辑导演。Use when the user asks to create, plan, edit, remix, explain, narrate, subtitle, animate, composite, or render a video—including one-line requests such as “制作一个科普视频:介绍…
FavioVazquez/showtime
A skill your agent uses when the user wants a video made, edited or finished: a launch or promo, product demo, explainer, trailer or teaser, tutorial or walkthrough, a screen recording turned into a…
hashgraph-online/awesome-codex-plugins
Create original anime-style reaction stickers as looping GIFs and MP4 previews, using generated character pose sheets and timed key poses.
hashgraph-online/awesome-codex-plugins
Manage and query Calibre libraries with the calibredb CLI (local paths or Calibre Content server URLs).
hashgraph-online/awesome-codex-plugins
A skill your agent uses when adding, changing, testing, or debugging Rust HTTP APIs and services, especially when Codex needs black-box integration tests, random-port app startup, real database test…
hashgraph-online/awesome-codex-plugins
Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…
hashgraph-online/awesome-codex-plugins
Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.
hashgraph-online/awesome-codex-plugins
Analyze nonfiction manuscripts for reader engagement signals, including heading-level word counts, slow starts, long slogs, weak takeaway titles, value pacing, beta-reader comment dropoff, and…
Works with
Categories
Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from…. Sound is an agent skill from hashgraph-online/awesome-codex-plugins.
Sound fits situations like: someone asks for sound effects; background music without a paid service; music that changes with the game; says a game is silent.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/sound in hashgraph-online/awesome-codex-plugins) into .claude/skills/sound in your project. Claude Code loads it when a task matches its description.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/sound in hashgraph-online/awesome-codex-plugins) into .agents/skills/sound in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill sound -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/sound, .gemini/skills/sound, .github/skills/sound and .opencode/skills/sound in your project.
Going by SKILL.md and its folder, Sound needs JavaScript and TypeScript for the scripts in its folder and the command-line tools its instructions call (node, brew and npm). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Sound is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Sound: ElevenLabs Voiceover Generator (digitalsamba/claude-code-video-toolkit, 2.2k stars), Fal Assets (rehan-remade/universal-modder, 5.3k stars), Audio Loudness Normalization (godot-fun/gai, 182 stars) and 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,242 GitHub stars. The repository holds 686 skills in this directory. The repository was last updated on October 8, 2026.
Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.