Audio jingle
Skill nexu-io/open-design/plugins/_official/examples/audio-jingle
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npx -y skills add nexu-io/open-design --skill audio-jingleAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
What its author says it does
Copied from the file, not written here
Audio generation skill β jingles, beds, voiceover, and sound effects. Routes music requests to Suno V5 / Udio / Lyria, speech to MiniMax TTS / FishAudio / ElevenLabs V3, and SFX to ElevenLabs SFX or AudioCraft. Output is one MP3/WAV file saved to the project folder.
SKILL.md
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Audio Jingle Skill
Three sub-modes. The active project's audioKind decides which one
runs:
audioKind | Models we route to | Plan focus |
|---|---|---|
music | Suno V5 (default), Udio, Lyria 2 | genre + tempo + instrumentation |
speech | MiniMax TTS (default), Fish, ElevenLabs V3 | script + voice + pacing |
sfx | ElevenLabs SFX (default), AudioCraft | texture + impact + duration |
Resource map
audio-jingle/
βββ SKILL.md
βββ example.html
Workflow
Step 0 β Read the project metadata
audioKind, audioModel, audioDuration (seconds), and (for speech)
voice. Branch by audioKind and use the values verbatim β no
clarifying form unless something is marked (unknown β ask).
Important: voice is provider-specific. For minimax-tts, --voice
must be a valid MiniMax voice_id (for example male-qn-qingse), not
a natural-language description. If you only have a prose voice brief
("warm female narrator", "neutral Mandarin"), keep that in your plan
but omit --voice so the daemon's default voice id applies, or ask the
user to choose a specific id.
Step 1 β Plan
Music
- Genre + reference artists (1-2)
- Tempo (BPM) + key
- Instrumentation (3-5 instruments max)
- Vocals: yes / no / hummed / choir
- Mood arc (intro β chorus β outro)
Speech
- Script (final, not draft β TTS runs verbatim)
- Voice target + pacing
For MiniMax this means a real
voice_id, not prose in--voice - Pronunciation hints for proper nouns / acronyms
SFX
- Texture (impact / whoosh / ambience / foley)
- Duration + envelope (sharp attack vs. gentle swell)
- Layering note (single hit vs. stacked)
State the plan in 2-3 sentences before dispatching.
Step 2 β Compose the prompt
Use the format the upstream model prefers. Bind audioDuration to the
API parameter directly; never put "make it 30 seconds" in prose.
Step 3 β Dispatch via the media contract
Use the unified dispatcher β do not call provider APIs by hand:
"$OD_NODE_BIN" "$OD_BIN" media generate \
--project "$OD_PROJECT_ID" \
--surface audio \
--audio-kind "<music|speech|sfx>" \
--model "<audioModel from metadata>" \
--duration <audioDuration seconds> \
[--voice "<provider voice id (speech only)>"] \
--output "<short-slug>-<duration>s.mp3" \
--prompt "<assembled prompt from Step 2 β for speech, the literal script>"
The command prints one line of JSON: {"file": {"name": "...", ...}}.
The bytes land in the project; the FileViewer renders the audio
transport controls automatically.
Step 4 β Hand off
Reply with: plan summary, the filename returned by the dispatcher, and one sentence on what to try if the user wants a variation (e.g. "swap tempo from 92 to 108 BPM" rather than "make it different").
Hard rules
- TTS runs your script literally. Proof it before dispatching β even one stray comma changes the cadence.
- MiniMax TTS rejects free-form voice prose in
--voice. Use a real MiniMaxvoice_id(for examplemale-qn-qingse) or omit the flag and let the daemon's default voice apply. - Music: under 30s = single section; 30β90s = intro + body; 90s+ = full arc. Don't try to fit a 3-act song into 15 seconds.
- SFX: prefer one well-described layer over a paragraph of "make it cool" β generators reward specific texture words.
- Save the file every turn. The audio viewer shows transport controls the moment the file lands.