sound-design-and-music
Installation
SKILL.md
Sound design and music
Half of what makes a frame feel real is what you hear. A generated picture with dead air reads as a render; the same picture with a room tone, a cup set down on the frame it touches the table and a score that breathes with the cut reads as a film. Sound is designed per shot from the locked shot list, generated locally, and mixed under the dialogue.
Tools
| Layer | Engine | What it does |
|---|---|---|
| Effects and ambience | MOSS-SoundEffect v2 (Apache-2.0) via scripts/sfx.py / generateSfx |
One English prompt and a length per job, clamped to 30 s, 48 kHz, 100 steps, cfg 4.0; the model loads once per batch; a seed per job picks the take |
| Score | ACE-Step v1 3.5B via ComfyUI ace_step_instrumental / generateMusic |
Instrumental only (lyrics fixed to [instrumental]); conditioned on tags; renders 2 s longer than asked; saves MP3 |
| Mix | mixSoundtrack in src/lib/audio.ts, loudness in assembleFilm |
Voice lines placed at cue times, music bed at 0.55 under them with sidechain ducking (ratio 8, 20 ms attack, 400 ms release), limiter, then the whole soundtrack normalised to -16 LUFS / -1.5 dBTP |
The ACE-Step output is MP3: decode once to 48 kHz WAV and never re-encode it lossy again before the final AAC.