scenario-audio
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 clo…
Install / Use
npx skills add scenario-labs/skills --skill scenario-audioInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
OtherSupported Platforms
Our assessment of scenario-audio
scenario-audio scores 86/100 on our quality scale, 159th of 293 Other skills we index.
Its SKILL.md is 12 KB long, well organised into 9 sections and no code examples: a thorough specification that gives an agent plenty to work with.
With 1,048 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated 8 days ago, so scenario-audio is actively maintained.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
scenario-audio compared with similar skills
All 4 of these similar skills score higher than scenario-audio; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| scenario-audio (this skill)by scenario-labs | 86 | 1.0k | 8d ago | SKILL.md |
| headroomby headroomlabs-ai | 100 | 78.0k | today | CLAUDE.md |
| Agent-Reachby Panniantong | 100 | 104.1k | 2d ago | MCP Server |
| Scraplingby D4Vinci | 100 | 89.9k | 1d ago | MCP Server |
| crawl4aiby unclecode | 100 | 86.4k | today | MCP Server |
Frequently asked questions
- How do I install scenario-audio?
- Run
npx skills add scenario-labs/skills --skill scenario-audio. The install tabs above show the steps for each supported agent. - Which AI agents does scenario-audio work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is scenario-audio safe to use?
- It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is scenario-audio still maintained?
- The repository was last updated 8 days ago, so scenario-audio is actively maintained.
Skill content
View source on GitHubname: 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, andmodel_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, perscenario-video-assembly; for speech-to-text transcription,recommendwith 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
recommendwithcapability="txt2audio"and the user's own words asprompt("a game sound effect: a heavy wooden chest creaking open"). The ranking returns txt2audio models such asmodel_elevenlabs-sound-effects-v2(example only).model_schema_getwith thatmodel_id. Returns the exact fields: prompt plus controls such as duration or looping.model_runwith the samemodel_idand parameters={"prompt": "heavy wooden treasure chest creaking open, single event, dry, no music"}.jobs_waitjob_ids=["job_xxx"] on anyjob_idreturned without assets (in_progressafter a timed-out wait, the backend'squeuedorin-progressafterwait=false), re-calling with the returned pending_job_ids on timeout.asset_displayasset_id="asset_xxx" to play it inline.asset_downloadwith noformat, then save the returned URL withcurl -Lunder the extension itsmimeTypenames.
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 orrecommend'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: lineper turn, eachNamematching 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 perscenario-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, andcost_impactmarks it as the price driver: split a long script at turn boundaries anddry_runthe 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 withrecommend), 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,
recommendfor the need orsearchfor 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_getin a loop: music jobs can run minutes. Usejobs_wait; on timeout re-call with pending_job_ids. - Pasting raw asset URLs into chat: use
asset_displayto play audio. - Passing
formattoasset_downloadfor 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 i
Truncated for display — read the full file on GitHub.
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Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
