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Sound Design

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mrpaidsocial
sound-design

Generate and mix the full audio pass for a video edit with ElevenLabs — an SFX kit (whooshes, pops, impacts, count-ups, sub-drops, risers) generated, audited for the ~1/3 near-silent duds, and peak-normalized to −3dB; a music bed prompted by style descriptors (optionally style-matched to a reference track via spectrogram + BPM estimation); and the proven mix levels + ffmpeg verification recipe to sit it all under a spoken voiceover. Use when the user asks for "sound design", "SFX", "sound effects on this edit", "a music bed", "background music under the VO", "add whooshes/impacts", "a sub drop opener", "make the music feel like this track", or "mix/verify the audio" — and as the sound pass inside larger edit skills (branded-ad-edit, cinematic edits). Produces audited audio files + mix numbers; voiceover generation and clip placement live in the edit skills.

Overview

Publishermrpaidsocial
Repositorymrpaidsocial-video-editor-agent
Skill namesound-design
Stars
114
Forks
34
Bundled files
4
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by mrpaidsocial on GitHub. Read the source before you install it.

Installation

Install the Sound Design AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/mrpaidsocial/mrpaidsocial-video-editor-agent/tree/main/.claude/skills/sound-design
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/mrpaidsocial/mrpaidsocial-video-editor-agent.git /tmp/mrpaidsocial-video-editor-agent
mkdir -p .claude/skills
cp -r /tmp/mrpaidsocial-video-editor-agent/.claude/skills/sound-design .claude/skills/sound-design
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Sound Design in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Sound Design on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Sound Design is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Sound Design

SFX + music beds for video edits, via the ElevenLabs API. The hierarchy never changes: the voiceover is dominant, SFX punctuate, the bed is felt, not heard. Every number below came from shipped edits that survived client review — treat them as defaults, not suggestions.

Requirements

  • ELEVENLABS_API_KEY — export it, or put ELEVENLABS_API_KEY=… in a .env at the repo root. Both scripts read the environment first, then walk up from cwd looking for a .env. They error clearly if neither is set. Never hardcode the key.
  • ffmpeg + ffprobe on PATH (or FFMPEG_PATH / FFPROBE_PATH env vars).
  • Node >= 20 (the scripts use global fetch).
  • python3 (stdlib only) for the optional BPM estimator in references/style-matching.md.

1. SFX kit — scripts/gen-sfx.mjs

Endpoint: POST https://api.elevenlabs.io/v1/sound-generation with body {"text": prompt, "duration_seconds": d, "prompt_influence": 0.6} and header xi-api-key. duration_seconds minimum is 0.5 — the API 400s below it (the script clamps).

The one non-negotiable: audit every file. Roughly 1/3 of generations come back near-silent or quiet. A kit that skips the audit ships hits nobody hears. The script automates the whole loop:

bash
node .claude/skills/sound-design/scripts/gen-sfx.mjs kit.json sfx/

kit.json is a list of {name, duration, prompt} (see assets/kit.example.json for a proven starter kit):

json
{
  "normalize_db": -3,
  "min_peak_db": -12,
  "effects": [
    { "name": "stamp-slam", "duration": 0.8,
      "prompt": "loud heavy thud slam impact, stamp hitting a desk, punchy bass" }
  ]
}

Per effect it: generates → measures the peak with ffmpeg volumedetect → any file peaking below min_peak_db is a dud, regenerated once with "loud, punchy: " prepended → then the whole kit is peak-normalized to −3dB (quiet survivors get auto-boosted, hot ones trimmed) so composition volume values mean the same thing for every file. It also flags files whose first sound starts later than ~0.15s (late onsets land off-beat — regenerate those with "sharp attack" in the prompt or trim the head) and writes durations.json for the composition builder.

Prompt-writing tips that held up:

  • Name the physical source + character: "stamp hitting a desk, punchy bass", not "impact sound". Add "single" for one-shots, "dry, no music" to stop the model inventing a score behind the effect.
  • Whooshes are a taste risk. A reviewer on a shipped edit killed every whoosh/swoosh as "cheesy". Default transitions to silence or a soft pop; reserve whooshes for section cuts (see mixing rules below).
  • Match sound semantics to on-screen motion: a counter draining to zero gets a power-down / falling pitch, never a rising tick. A rising sound on a "losing" beat gets flagged in review.

2. Music bed — scripts/gen-music.mjs

Endpoint: POST https://api.elevenlabs.io/v1/music with body {"prompt": "...", "music_length_ms": N}.

bash
node .claude/skills/sound-design/scripts/gen-music.mjs \
  --prompt "..." --seconds 32 --out music/bed.mp3

The script pre-checks the prompt, requests a couple of padded seconds by default, trims to length with a fade-out, and reports duration + peak.

ToS trap — artist names in prompts → HTTP 400 (film and brand names are likely filtered the same way). "In the style of " fails; the 400 body often includes a usable prompt_suggestion, which the script surfaces. Describe the STYLE in words instead. A bed prompt should cover, in one sentence each:

  • genre ("dark cinematic electronic underscore")
  • bpm ("around 120 bpm")
  • drum character ("tight punchy kick, quiet ticking hi-hats")
  • bass ("deep sustained sub bass")
  • melody policy ("minimal melodic content, no lead melody")
  • energy arc ("steady energy with a gentle build in the final third")
  • mix intent — always include verbatim: "mixed quiet and dry to sit under a spoken voiceover"
  • "no vocals"
  • "seamless loop feel"

To match a reference track the user hands you ("make it feel like this"), do NOT try to name or describe the song — profile it and prompt by descriptors only. Full workflow, including the spectrogram read and a ~30-line BPM estimator, in references/style-matching.md.

Generated tracks often open with a 2–4s low-energy warm-up. If the bed must slap from frame one (paired with a sub-drop open), scan per-second volumedetect means over the first ~10s, find where energy plateaus, and cut the bed with -ss <onset> plus a 0.25s fade-in.

3. Sub-drops / risers as openers

The single highest-impact opener: a short sub-drop under the first frame. Generate it through the SFX endpoint (add it to kit.json):

json
{ "name": "sub-drop", "duration": 1.2,
  "prompt": "massive cinematic sub bass drop, falling pitch, punchy, no music" }

Verify the sub is actually there — laptop speakers can't hear it, and the model sometimes returns a mid-range "boom" with no real low end:

bash
# low-band energy: max here should be within ~6dB of the file's full-band max.
# 20dB+ down = no real sub — regenerate.
ffmpeg -i sfx/sub-drop.mp3 -af "lowpass=f=120,volumedetect" -f null -

# 0–800Hz spectrogram: a real drop is a dense low block with a falling-pitch trail;
# a dud is empty below ~120Hz. Compare against a known-good drop side by side.
ffmpeg -i sfx/sub-drop.mp3 -lavfi "showspectrumpic=s=1024x400:stop=800" drop-spec.png

After the final render, re-check the opener window the same way (-ss 0 -t 1.4 + lowpass=f=120,volumedetect on the master).

4. Mixing into the composition

Order of operations matters — every ratio below assumes step 1 happened first.

  1. Loudness-normalize the VO first, before setting any bed or SFX level:

    bash
    ffmpeg -i vo.wav -af loudnorm=I=-14:TP=-1.2:LRA=11 -ar 48000 vo-norm.wav

    Mixing against an un-normalized VO makes every number below wrong.

  2. Music bed: track volume ~0.13–0.18 (0–1 linear gain — HyperFrames data-volume, or the track-volume slider in any NLE). Against a loudnorm'd VO and a bed peaking near 0dB that puts the bed ~19–20dB under VO peaks. Start at 0.15; offer 0.18 as the "louder" option. In a word gap the bed should raise the gap's mean level by a few dB versus a no-music render — present, not competing.

  3. SFX: per-hit base volume × one kit master gain, capped. Keep per-hit taste values in the ~0.28–0.5 range by type, then scale the whole kit with a single master gain (~1.95 proved right for a −3dB-normalized kit against a loudnorm'd VO), capping the product at 0.8 so slams never bury the voice:

    Hit typebase× 1.95, cap 0.8
    soft whoosh0.28–0.350.55–0.68
    pop / tick0.320.62
    count-up / cha-ching0.40–0.450.78–0.80
    stamp / impact / sub-drop0.500.80 (capped)

    The one-number kit gain is the point: "everything a touch louder/quieter" becomes a single edit instead of forty.

  4. Placement rules (each of these was learned in review):

    • Land every hit on the exact word ("fire" SFX on the word fire), not at the sentence start.
    • Whooshes on section cuts only — a whoosh on every card reads cheesy.
    • One biggest swell per video (usually the opener sub-drop or the final reveal). If everything is big, nothing is.

5. Verify the mix — in dB, never by ear alone

Every audio bug ever caught in this pipeline was found by measuring, not listening.

bash
# window around a hit (hit at t=12.4, file 0.8s): start ~0.05s early
ffmpeg -ss 12.35 -t 0.9 -i final.mp4 -af volumedetect -f null -

# a quiet window — a word gap with no hits and no big VO peak
ffmpeg -ss 8.0 -t 0.8 -i final.mp4 -af volumedetect -f null -

# integrated loudness of the master
ffmpeg -i final.mp4 -af ebur128 -f null -    # read the final "I:" line

Expectations:

  • A hit window whose peak matches the VO's peaks is audible-subtle; +3–5dB over is punchy. A hit window that measures the same as the quiet window means the hit is missing or buried — fix placement or volume.
  • The quiet window should sit a few dB above the same window in a no-music render (the bed is present) but far below VO peaks (the bed isn't competing).
  • Integrated loudness target: ~−14 to −13 LUFS. Much below −14, the whole mix is quiet for social feeds; above ~−12, the limiter is doing the mixing for you.

Files

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Sound Design AI skill do?

Generate and mix the full audio pass for a video edit with ElevenLabs — an SFX kit (whooshes, pops, impacts, count-ups, sub-drops, risers) generated, audited for the ~1/3 near-silent duds, and peak-normalized to −3dB; a music bed prompted by style descriptors (optionally style-matched to a reference track via spectrogram + BPM estimation); and the proven mix levels + ffmpeg verification recipe to sit it all under a spoken voiceover. Use when the user asks for "sound design", "SFX", "sound effects on this edit", "a music bed", "background music under the VO", "add whooshes/impacts", "a sub d...

Why use Sound Design on TypingMind?

Because you install it once and use it with any model. Sound Design is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Sound Design in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/mrpaidsocial/mrpaidsocial-video-editor-agent/tree/main/.claude/skills/sound-design. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Sound Design?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Sound Design?

As many as you like. As long as a model supports skills, you can use Sound Design with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Sound Design AI skill free?

It is published on GitHub by mrpaidsocial. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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