scenario-audio — скилл для Claude Code: аудио через Scenario MCP
Скилл для генерации и обработки звука на Scenario через MCP: музыка, SFX, озвучка, транскрипция. Полезен, когда агенту нужно выдать MP3 или WAV, а не картинку.
npx skills add scenario-labs/skills --skill scenario-audio -a claude-codeЧто делает scenario-audio
Скилл описывает полный цикл работы со звуком на Scenario: подобрать модель по описанию задачи, прочитать схему её параметров, запустить генерацию, дождаться задания, прослушать результат и скачать файл. Каталог охватывает музыку, короткие звуковые эффекты и голос, плюс модели, которые озвучивают беззвучное видео. Транскрипция, нарезка и склейка идут через отдельные утилиты с фиксированными id.
Устроено как набор справочных таблиц и рабочих примеров. Для каждой области есть свой контракт: музыка, звуковые эффекты, речь и диалог. Синтаксис тегов вроде [whispers] или <sigh> у каждой голосовой модели свой, и тег из чужой грамматики может прозвучать вслух. Клонирование голоса и переозвучка записи тоже описаны здесь.
Скилл опирается на базовый скилл scenario: в разделе про подключение и общий цикл генерации отсылает к нему. Если его нет в наборе, автор советует доставить отдельно командой npx skills add scenario-labs/skills --skill <name>. Без настроенного MCP-подключения к Scenario скилл ничего не сделает.
Какие задачи решает
- сгенерировать фоновую музыку под сцену или трейлер
- получить короткие звуковые эффекты для игры
- озвучить текст выбранным голосом с эмоцией и темпом
- переозвучить запись или клонировать голос по короткому клипу
- подложить саундтрек под беззвучное видео
Примеры запросов агенту
- Сгенерируй звук открывающегося деревянного сундука для игры, без музыки и реверба
- Нужен фоновый трек для меню: мрачный эмбиент, около двух минут
- Озвучь этот текст голосом из схемы и покажи плеер, потом скачай MP3
Как установить scenario-audio
1Через Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a claude-code2Вручную: положить файлы
~/.claude/skills/scenario-audio/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/scenario-audio/
1Через Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a codex2Вручную: положить файлы
.agents/skills/scenario-audio/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a cursor2Вручную: положить файлы
.cursor/skills/scenario-audio/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install scenario-labs/skills scenario-audio2Вручную: положить файлы
.github/skills/scenario-audio/SKILL.md1Через Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a gemini-cli2Командой платформы
gemini skills install https://github.com/scenario-labs/skills --path skills/scenario-audioВручную: положить файлы
.devin/skills/scenario-audio/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add scenario-labs/skills --skill scenario-audio -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов
Вопросы о scenario-audio
Как установить scenario-audio в Claude Code?
Выполните npx skills add scenario-labs/skills --skill scenario-audio -a claude-code. Скилл окажется в ~/.claude/skills/scenario-audio/SKILL.md.
Что делает scenario-audio?
Проводит агента по циклу генерации звука на Scenario: поиск модели, чтение схемы, запуск, ожидание задания, прослушивание и скачивание файла.
Что нужно, чтобы скилл заработал?
Настроенный MCP-доступ к Scenario и базовый скилл scenario для подключения и общего цикла генерации.
Исходный текст
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