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Agent Skill · 研究检索

audio-video(音频视频)

用于辅助视频生成、动画合成、脚本化剪辑或 Remotion 等视频项目开发。它适合让 Agent 组织镜头、生成素材说明、维护合成代码或排查渲染问题。使用时需要确认分辨率、时长、素材路径和导出格式;涉及外部素材、人物肖像或商业发布时,应先核对版权授权和内容审核要求。

audio-video 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 51,060。

总安装 594周安装 25GitHub Stars 13下载 208核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:audio-video(音频视频)
来源仓库:https://github.com/dcl-regenesislabs/opendcl
仓库路径:skills/audio-video
安装命令:
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill audio-video
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill audio-video

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

audio-video 提供去中心化世界中的音视频资源管理规范,支持音效、流媒体和视频表面播放控制。适合在 Decentraland 等平台项目中规划音频轨道、视频素材布局及空间化声音效果时参考。

区分本地文件与外部 URL 的处理方式,明确 AudioSource、AudioStream 和 VideoPlayer 的应用场景。涉及人物肖像或商业内容发布时,需额外核查版权许可协议是否符合平台政策要求。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/audio-video

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/dcl-regenesislabs/opendcl --skill audio-video;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

audio-video 怎么安装?

在终端执行 npx skills add https://github.com/dcl-regenesislabs/opendcl --skill audio-video。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

audio-video 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

audio-video 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

audio-video 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

audio-video 用的人多吗?

公开数据是累计安装 594 次,近一周安装 25 次,下载 208 次,GitHub 13 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

audio-video 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
audio-video

音频视频 · 本页

59413需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Audio and Video in Decentraland

When to Use Which Media Component

NeedComponentKey Difference
Sound effect from a file (click, explosion, footstep)AudioSourceLocal file, spatial, one-shot or looping
Background music or radio streamAudioStreamExternal URL, non-spatial, continuous
Video on a surface (screen, billboard)VideoPlayer + Material.Texture.VideoRequires a mesh to display on

Decision flow:

  1. Is it a local audio file? → AudioSource
  2. Is it a streaming URL (radio, live audio)? → AudioStream
  3. Is it video content? → VideoPlayer on a plane/mesh

Audio Source (Sound Effects & Music)

Play audio clips from files:

import { engine, Transform, AudioSource } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const speaker = engine.addEntity()
Transform.create(speaker, { position: Vector3.create(8, 1, 8) })

AudioSource.create(speaker, {
  audioClipUrl: 'sounds/music.mp3',
  playing: true,
  loop: true,
  volume: 0.5,   // 0 to 1
  pitch: 1.0     // Playback speed (0.5 = half speed, 2.0 = double)
})

Supported Formats

  • .mp3 (recommended)
  • .ogg
  • .wav

File Organization

project/
├── sounds/
│   ├── click.mp3
│   ├── background-music.mp3
│   └── explosion.ogg
├── src/
│   └── index.ts
└── scene.json

Play/Stop/Toggle

// Play
AudioSource.getMutable(speaker).playing = true

// Stop
AudioSource.getMutable(speaker).playing = false

// Toggle
const audio = AudioSource.getMutable(speaker)
audio.playing = !audio.playing

Play on Click

import { pointerEventsSystem, InputAction } from '@dcl/sdk/ecs'

const button = engine.addEntity()
// ... set up transform and mesh ...

const audioEntity = engine.addEntity()
Transform.create(audioEntity, { position: Vector3.create(8, 1, 8) })
AudioSource.create(audioEntity, {
  audioClipUrl: 'sounds/click.mp3',
  playing: false,
  loop: false,
  volume: 0.8
})

pointerEventsSystem.onPointerDown(
  { entity: button, opts: { button: InputAction.IA_POINTER, hoverText: 'Play sound' } },
  () => {
    // Reset and play
    const audio = AudioSource.getMutable(audioEntity)
    audio.playing = false
    audio.playing = true
  }
)

Audio Streaming

Stream audio from a URL (radio, live streams):

import { engine, Transform, AudioStream } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const radio = engine.addEntity()
Transform.create(radio, { position: Vector3.create(8, 1, 8) })

AudioStream.create(radio, {
  url: 'https://example.com/stream.mp3',
  playing: true,
  volume: 0.3
})

Video Player

Play video on a surface:

import { engine, Transform, VideoPlayer, Material, MeshRenderer } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

// Create a screen
const screen = engine.addEntity()
Transform.create(screen, {
  position: Vector3.create(8, 3, 15.9),
  scale: Vector3.create(8, 4.5, 1)  // 16:9 ratio
})
MeshRenderer.setPlane(screen)

// Add video player
VideoPlayer.create(screen, {
  src: 'https://example.com/video.mp4',
  playing: true,
  loop: true,
  volume: 0.5,
  playbackRate: 1.0,
  position: 0  // Start time in seconds
})

// Create video texture
const videoTexture = Material.Texture.Video({ videoPlayerEntity: screen })

// Basic material (recommended — better performance)
Material.setBasicMaterial(screen, {
  texture: videoTexture
})

Video Controls

// Play
VideoPlayer.getMutable(screen).playing = true

// Pause
VideoPlayer.getMutable(screen).playing = false

// Change volume
VideoPlayer.getMutable(screen).volume = 0.8

// Change source
VideoPlayer.getMutable(screen).src = 'https://example.com/other.mp4'

Enhanced Video Material (PBR)

For a brighter, emissive video screen:

import { Color3 } from '@dcl/sdk/math'

const videoTexture = Material.Texture.Video({ videoPlayerEntity: screen })
Material.setPbrMaterial(screen, {
  texture: videoTexture,
  roughness: 1.0,
  specularIntensity: 0,
  metallic: 0,
  emissiveTexture: videoTexture,
  emissiveIntensity: 0.6,
  emissiveColor: Color3.White()
})

Video Events

Monitor video playback state:

import { videoEventsSystem, VideoState } from '@dcl/sdk/ecs'

videoEventsSystem.registerVideoEventsEntity(screen, (videoEvent) => {
  switch (videoEvent.state) {
    case VideoState.VS_PLAYING:
      console.log('Video started playing')
      break
    case VideoState.VS_PAUSED:
      console.log('Video paused')
      break
    case VideoState.VS_READY:
      console.log('Video ready to play')
      break
    case VideoState.VS_ERROR:
      console.log('Video error occurred')
      break
  }
})

Spatial Audio

Audio in Decentraland is spatial by default — it gets louder as the player approaches the audio source entity and quieter as they move away. The position is determined by the entity's Transform.

To make audio non-spatial (same volume everywhere), there's no built-in flag — keep the volume low and place the audio at the scene center.

Free Audio Files

Always check the audio catalog before creating placeholder sound file references. It contains 50 free sounds from the Creator Hub asset packs.

Read {baseDir}/../../context/audio-catalog.md for music tracks (ambient, dance, medieval, sci-fi, etc.), ambient sounds (birds, city, factory, etc.), interaction sounds (buttons, doors, levers, chests), sound effects (explosions, sirens, bells), and game mechanic sounds (win/lose, heal, respawn, damage).

To use a catalog sound:

# Download from catalog
mkdir -p sounds
curl -o sounds/ambient_1.mp3 "https://builder-items.decentraland.org/contents/bafybeic4faewxkdqx67dloyw57ikgaeibc2e2dbx34hwjubl3gfvs2r4su"
// Reference in code — must be a local file path
AudioSource.create(entity, { audioClipUrl: 'sounds/ambient_1.mp3', playing: true, loop: true })

How to suggest audio

  1. Read the audio catalog file
  2. Search for sounds matching the user's description/theme
  3. Suggest specific sounds with download commands
  4. Download selected sounds into the scene's sounds/ directory
  5. Reference them in code with local paths
Important: AudioSource only works with local files. Never use external URLs for the audioClipUrl field. Always download audio into sounds/ first.

Video State Polling

Check video playback state programmatically:

import { videoEventsSystem, VideoState } from '@dcl/sdk/ecs'

engine.addSystem(() => {
  const state = videoEventsSystem.getVideoState(videoEntity)
  if (state) {
    console.log('Video state:', state.state) // VideoState.VS_PLAYING, VS_PAUSED, etc.
    console.log('Current time:', state.currentOffset)
  }
})

Audio Playback Events

Use the AudioEvent component to detect audio state changes:

import { AudioEvent } from '@dcl/sdk/ecs'

engine.addSystem(() => {
  const event = AudioEvent.getOrNull(audioEntity)
  if (event) {
    console.log('Audio state:', event.state) // playing, paused, finished
  }
})

Permission for External Media

External audio/video URLs require the ALLOW_MEDIA_HOSTNAMES permission in scene.json:

{
  "requiredPermissions": ["ALLOW_MEDIA_HOSTNAMES"],
  "allowedMediaHostnames": ["stream.example.com", "cdn.example.com"]
}

Multiple Video Surfaces

Share one VideoPlayer across multiple screens by referencing the same videoPlayerEntity:

Material.setPbrMaterial(screen1, {
  texture: Material.Texture.Video({ videoPlayerEntity: videoEntity })
})
Material.setPbrMaterial(screen2, {
  texture: Material.Texture.Video({ videoPlayerEntity: videoEntity })
})

Video Limits & Tips

  • Simultaneous videos: 1 in preview, 5 in Explorer, 10 max across the scene
  • Distance-based control: Pause video when player is far away to save bandwidth
  • Supported formats: .mp4 (H.264), .webm, HLS (.m3u8) for live streaming
  • Live streaming: Use HLS (.m3u8) URLs — most reliable across clients

For full component field details, supported formats, and advanced patterns, see {baseDir}/references/media-reference.md.

Important Notes

  • Audio files must be in the project's directory (relative paths from project root)
  • Video requires HTTPS URLs — HTTP won't work
  • Players must interact with the scene (click) before audio can play (browser autoplay policy)
  • Keep audio files small — large files increase scene load time
  • Use .mp3 for music and .ogg for sound effects (smaller file sizes)
  • For live video streaming, use HLS (.m3u8) URLs when possible

平台分布

Codex

36.59%
按下载量换算76

Claude

33.5%
按下载量换算70

Cursor

17.32%
按下载量换算36

Gemini CLI

9.8%
按下载量换算20

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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