scenario-audio — Claude Code skill: audio through Scenario MCP
A skill for creating and handling sound on Scenario over MCP: music, SFX, voiceover, transcription. Useful when the agent should hand back an MP3 or WAV, not an image.
npx skills add scenario-labs/skills --skill scenario-audio -a claude-codeWhat scenario-audio does
The skill walks an agent through the whole audio loop on Scenario: match a model to the job described in plain words, read that model's input schema, send the run, wait for the job, play the result and download the file. The catalog spans music, short effects and voice, plus models that add sound to a silent video. Cutting, splitting, extracting and transcribing go through separate utilities with fixed ids.
The content is mostly reference tables plus worked examples. Each family has its own contract: music, sound effects, speech and dialogue. Delivery tags differ from one voice model to the next, so [whispers] or <sigh> is right for one and wrong for another; a tag in the wrong grammar can end up read aloud. Voice cloning and re-voicing a recording are covered too.
This skill leans on the base scenario skill for connection setup and the general generation loop. If that one is missing, its author suggests fetching it with npx skills add scenario-labs/skills --skill <name>. A Scenario MCP connection has to be configured first, or none of this runs.
What it helps with
- produce background music for a scene or trailer
- generate short effects for a game
- voice a script with a chosen voice, emotion and pacing
- re-voice a recording or clone a voice from a short clip
- lay a finished track over a silent video
Example prompts for the agent
- Make a game sound effect: a heavy wooden chest creaking open, no music, no reverb
- I need a background bed for a menu screen — dark ambient, about two minutes
- Read this text with a voice from the schema, show me the player, then download the MP3
How to install scenario-audio
1Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a claude-code2Manually: put the files in place
~/.claude/skills/scenario-audio/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/scenario-audio/
1Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a codex2Manually: put the files in place
.agents/skills/scenario-audio/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a cursor2Manually: put the files in place
.cursor/skills/scenario-audio/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install scenario-labs/skills scenario-audio2Manually: put the files in place
.github/skills/scenario-audio/SKILL.md1Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a gemini-cli2Platform CLI
gemini skills install https://github.com/scenario-labs/skills --path skills/scenario-audioManually: put the files in place
.devin/skills/scenario-audio/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about scenario-audio
How do I install scenario-audio in Claude Code?
Run npx skills add scenario-labs/skills --skill scenario-audio -a claude-code. The skill lands at ~/.claude/skills/scenario-audio/SKILL.md.
What does scenario-audio do?
It steers the agent through generating audio on Scenario: find a model, inspect its schema, start the run, wait for the job, listen and save the file.
What does scenario-audio need to work?
A configured Scenario MCP connection and the base scenario skill, which handles connection details and the core generation loop.
Source text
SKILL.md · MIT
---
name: scenario-audio
description: Use when generating or handling audio on Scenario via MCP. Triggers include music tracks, full-length songs with vocals written from lyrics, background scores, soundtracks, game sound effects, SFX, foley, ambience, looping audio, voiceover, narration, speech, TTS, text-to-speech, dialogue, voice cloning, re-voicing a recording, scoring or adding sound to a video, transcription, or requests to create, wait on, play, or download audio files (MP3, WAV) with Scenario tools.
license: MIT
---
# Scenario Audio Generation
## Overview
Scenario generates audio through the same loop as images. The live catalog covers three generation
lanes (music, sound effects, voice/speech) plus video-to-audio soundtrack models and audio
utilities. Connection and the core generation loop: see the `scenario` skill. If a sibling skill
named here is missing from your available skills, ask the user to install it
(`npx skills add scenario-labs/skills --skill <name>`); unattended, proceed from tool schemas and
flag the gap.
## Quick reference
| Step | Tool | Notes |
| -------------- | ------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
| Find a model | `recommend` with the need in the user's own words; `search` only for a member known by name | `capability="txt2audio"` covers music, SFX, and TTS; optional, inferred from the prompt when omitted |
| Inspect inputs | `model_schema_get` | audio schemas vary widely: durations, lyrics, voices, looping |
| Generate | `model_run` | schema-conformant parameters; wait=false for long jobs |
| Wait | `jobs_wait` | blocks server-side; on timeout re-call with pending_job_ids |
| Listen | `asset_display` | renders an inline audio player |
| Save | `asset_download` | the file as produced (WAV, MP3, ...): `curl -L -o out.<ext> "<url>"`, `<ext>` from the `mimeType` it returns, else `ffprobe` |
Find existing audio assets with `search` target="assets", filters={kind: "audio"}. Team and project
scope (`team_id`, `project_id`): see the `scenario` skill.
## What the audio surface covers
- Music: text-to-music models produce short beds or full-length songs with vocals; the song lane has
its own contract, below.
- Sound effects: text-to-SFX models generate short clips from a description; some support seamless
looping.
- Voice and speech: text-to-speech with preset voices, multilingual output, and emotion or pacing
controls; some clone a voice from a short clip, and speech-to-speech re-voices a recording.
- Video to audio: models that score a silent video or add synchronized effects.
- Utilities: `model_scenario-audio-cut`, `model_scenario-audio-split`,
`model_scenario-audio-extract`, and `model_scenario-compose-video` (fixed ids: each is Scenario's
single deterministic tool for its operation, so discovery would only re-derive them); the
compositor lays a finished track (score, voiceover, re-voiced take) over a clip as an audio layer,
per `scenario-video-assembly`; for speech-to-text transcription, `recommend` with the need in the
user's own words.
- Stem separation: one named stem per run (discover with `recommend`), vocals included, with no
instrumental option. Voice isolation returns the clean speech and never the removed music and
effects as a second stem, so a two-stem split (voice against everything else) is a gap to report,
not a member to keep hunting for.
Per-family contracts: `scenario-elevenlabs` (speech, dubbing, re-voicing, music, SFX),
`scenario-ace-step` and `scenario-minimax-music` (songs), `scenario-sonilo` (SFX and video scoring).
## Worked example: a game sound effect
1. `recommend` with `capability="txt2audio"` and the user's own words as `prompt` ("a game sound
effect: a heavy wooden chest creaking open"). The ranking returns txt2audio models such as
`model_elevenlabs-sound-effects-v2` (example only).
2. `model_schema_get` with that `model_id`. Returns the exact fields: prompt plus controls such as
duration or looping.
3. `model_run` with the same `model_id` and parameters={"prompt": "heavy wooden treasure chest
creaking open, single event, dry, no music"}.
4. `jobs_wait` job_ids=["job_xxx"] on any `job_id` returned without assets (`in_progress` after a
timed-out wait, the backend's `queued` or `in-progress` after `wait=false`), re-calling with the
returned pending_job_ids on timeout.
5. `asset_display` asset_id="asset_xxx" to play it inline.
6. `asset_download` with no `format`, then save the returned URL with `curl -L` under the extension
its `mimeType` names.
Prompting tips:
- SFX: name the source, material, action, and acoustic space, and say what to exclude ("no music",
"no reverb"). One event per clip; generate variations as separate runs.
- Music: give genre, mood, tempo, and instrumentation. Short beds usually take a single prompt, with
duration or looping in the schema.
- Speech: keep the text field to the words to speak; voice, language, emotion, and pacing live in
separate schema fields or inline tags.
## Speech and dialogue
Discover a voice member with `recommend` (`capability="txt2audio"`, the user's words, "two-person
dialogue" when it is one), then read its text field's description in `model_schema_get`: that is
where a member usually states its own delivery grammar.
- **Tag syntax is per member, even within one family**: square brackets (`[whispers]`), angle
brackets (`<sigh>`, `<short pause>`), parentheses (`(sighs)`), or wrapping pairs
(`<whisper>text</whisper>`), and some read none. A tag in the wrong grammar can be spoken aloud,
so copy the spelling from the text field's description; where it names none, from the member's
catalog description or `recommend`'s notes, and with no source write no tags. A correctly spelled
tag is a request, not a guarantee: two identical runs have disagreed on one, so have the user
listen before a take is final and re-run a take whose tag was skipped.
- **Two voices, one take.** A member with a multi-speaker array (up to 2 rows of a speaker label and
a voice at authoring time) reads the text as turns, one `Name: line` per turn, each `Name`
matching a row's label exactly; an unprefixed line continues the previous turn, and the
single-voice field is ignored in that mode. Preset voice names say nothing about gender, age, or
tone, so state which preset plays whom and let the user confirm before the paid run. A scene with
more speakers is split into takes of at most two, delivered in order or laid over the picture per
`scenario-video-assembly`.
- **Text is capped and priced.** The text field carries a `max_length` (5000 characters on one
member at authoring time), an overrun is a 400, and `cost_impact` marks it as the price driver:
split a long script at turn boundaries and `dry_run` the first take.
- **Pin the language** through the schema's language field when there is one, rather than naming it
in the text.
## Songs with vocals
A full-length song is not a longer music bed, and song schemas vary more than the rest of the lane,
so `model_schema_get` decides the shape: a style prompt plus a separate lyric sheet, one prose
prompt carrying both, or an ordered section array with per-section text and styles.
- **Words never go in a style field.** Where the schema splits the two, the style field carries
genre, mood, tempo, key, vocal style, and instrumentation; the lyric field carries the words,
shaped by section tags such as `[Verse]` and `[Chorus]`.
- **Instrumental and auto-lyrics are flags** where the schema has them; asking for either in prose
is unreliable, and where no flag exists the text fields are the only lever. Flipping the
instrumental flag on a rerun gives a different take, not the same song: `seed`, where a model has
one, only repeats identical settings. For an instrumental of a track you already have, try an
audio2audio cover model (discover with `recommend`), checking the schema since not all carry the
flag.
- **Text fields are length-capped** per model and field, and going over is a 400 rather than a
truncation.
Where the schema exposes a duration field (flagged `cost_impact`), it caps both length and price;
where none exists, the lyric sheet or prompt sets both. Either way, price the song with
`dry_run: true` before committing, then launch with `wait: false`; both are `model_run` arguments,
not `parameters` keys.
Repeatability and batching are per member, not per lane: at authoring time the repaint members took
`numOutputs` (1 to 4) and no `seed`, so a repaint that must keep the same singer is run as a batch
and picked from, while the section composers had `seed` and no `numOutputs`. Read both off
`model_schema_get` before promising either.
## Extending a song
Making an existing track longer is its own `audio2audio` lane, not a longer text-to-music run:
`recommend` with `capability="audio2audio"` and the extension need in the user's words; use `search`
only when the member is already known by name. The member that does it takes the song as `audio` and
an ordered `sections` array (up to 30 at authoring time) where each entry either keeps a slice of
the original (`sourceStartSeconds` and `sourceEndSeconds`) or generates a new one (`text` with
`[Verse]`-style tags, `durationSeconds`, `positiveStyles` as an array), with `contextAdherence`
deciding how closely new sections follow their neighbors. Kept slices bill like generated audio of
the same length, so `dry_run` the whole plan first. The repaint, edit and add-layer members
regenerate inside the original's duration and never lengthen it, and `recommend` ranked an older
text-to-music member for "extend a song" at authoring time: an extension is not a `txt2audio` need,
so do not take that pick.
## Common mistakes
- Hardcoding generative model IDs: availability differs per team and evolves. Re-discover each
session, `recommend` for the need or `search` for a name; only the fixed first-party tool ids
above stay constant.
- Skipping `model_schema_get`: one audio model's parameters will not fit another (voices, durations,
and lyric fields all differ).
- Polling `job_get` in a loop: music jobs can run minutes. Use `jobs_wait`; on timeout re-call with
pending_job_ids.
- Pasting raw asset URLs into chat: use `asset_display` to play audio.
- Passing `format` to `asset_download` for audio: it converts image formats only, so omit it. WAV is
requested at generation, through the output-format field where the member's schema has one.
- Putting voice direction inside TTS text ("say this angrily"): direction can end up spoken. Use the
schema's emotion or voice fields.
- Writing a dialogue as one voice reading both parts: on a multi-speaker member, fill the speaker
rows and prefix every turn with its label, since with the rows empty the member reads everything
in its single voice.
- Pasting lyrics into the style field: the model then describes a song instead of singing one.
- Answering "make it longer" with a repaint or a new text-to-music run: the first keeps the
duration, the second loses the song; the extend lane above keeps the slices the user chose.
- Putting `dry_run` or `wait` inside `parameters`: they are `model_run`'s own arguments, so a stray
`dry_run` still charges and a stray `wait` blocks up to 180s.
© scenario-labs · MIT · scenario-labs/skills