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Get Started Free →Step 4 of the AI Video Editor pipeline — the SFX pass. Analyze a video's beats + narration and propose tasteful sound effects synced to them, drawing from (and growing) a shared, reusable SFX library, then render an SFX-mixed audition preview. Use when the user wants to "add SFX / sound effects", "suggest sfx", "score the transitions", "sound-design this beat", generate/source sound effects, build or extend the sfx library/catalog, author or audit a sfx-plan, or mix SFX over a video-N preview in
.claude/skills/hassancs91-suggest-sfx/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-04 | ✗→✓ | ▲ Improved | 84% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 362% | 0% |
| case-09 | ✗→✓ | ▲ Improved | 122% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 102% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 73% | 0% |
Step 4 of the pipeline: take a video with its master cut + baked visual beats and add tasteful sound effects, synced to the visual beats and the narration, drawn from a shared, growing SFX library. Work collaboratively and beat-by-beat; the user audits the plan and gives notes.
Same shape as the rest of the pipeline: a declarative plan (sfx-plan.json) is the source of truth → a tool consumes it (tools/mix_sfx.py) → a library grows (media/library/sfx/) → a hard USER-AUDIT gate before anything is mixed.
Sound taste is a brand contract — read brand.md §10 every time. The house style is calm/premium (Linear / Anthropic / Vercel), felt-not-heard, always under the voice. NOT MrBeast-loud.
brand.md §10 (Sound design) — the SFX taste contract: subtlety, density, palette, levels, sync,signature motifs, source policy. Non-negotiable.
videos/video-N/work/timeline.json — the shots and their master spans + type (cutaway/overlay). Thecut-in/out boundaries are your transition (whoosh) candidates.
videos/video-N/work/edited-transcript.json — word-level times (ms) in the MASTER timeline. Sync cues tothese words (a pop on "boom", a chime on "free").
remotion/src/shots/video-N/*.tsx — the INTERNAL animation frames are where thereal visual beats are (toggle flip, image reveal, page flip, badge pop). Read the shot, convert its local frame to master time: at_s = shot.master_in_s + local_frame / shot.fps. Do not guess — the cue must land on the exact frame the thing happens.
media/library/sfx/catalog.json + palette.json — the library you draw from and grow.media/library/sfx/) — the durable assetmedia/library/sfx/palette.json — generation recipes: generic, reusable sound ids + prompts + duration + tags.The source of truth for what the library SHOULD contain.
media/library/sfx/catalog.json — the manifest of what EXISTS: {id, file, category, tags, duration_s,peak_dbfs, loudness_lufs, source, model, license, prompt, used_in} per clip. Written by gen_sfx.py.
media/library/sfx/clips/*.mp3 — loudness-normalized clips (~−20 LUFS, −1.5 dBFS ceiling) so a plan's per-cuegain_db is perceptually meaningful.
(ui-toggle-on, whoosh-soft, pop-reveal) so future videos reuse them — the library is the durable asset, each video is one draw from it. Only genuinely-missing sounds get added to palette.json and generated. (SFX that must live INSIDE a Remotion shot instead go in media/library/sfx/ via staticFile().)
candidate beat, find the visual moment's local frame in the shot and/or the narration word in the transcript, and convert to master seconds.
apply brand §10. Don't re-ask settled decisions.
(whoosh) · tension (riser) · emphasis (impact/pop) · snap (click). Score key transitions, reveals, and tasteful click-sequences; a 3–4-shot click-sequence counts as ONE gesture. Mark genuinely deniable texture as "optional": true. Layer the 2–3 biggest moments (build-and-drop): riser→impact on a scripted reveal, whoosh→pop so a cut stands out — in the plan a layer is two events at the same/ adjacent at_s that sum. Sync each cue to the VISUAL beat and often the exact word.
For misses, add a generic recipe to palette.json and generate: python tools/gen_sfx.py (ElevenLabs Sound Effects API → normalized clip → catalog). Fall back to curated royalty-free only where generation is weak; record source + license either way.
videos/video-N/work/sfx-plan.json — one event per cue, at_s on the MASTER timeline. (Schema below.)python tools/mix_sfx.py <plan> --print) andget the user's approval/notes BEFORE mixing. This is the same gate as cuts.json / the edit plan.
python tools/mix_sfx.py videos/video-N/work/sfx-plan.json→ videos/video-N/output/video-N-first60-sfx.mp4 (or the plan's render.out). Mix over any composited version with --preview <file>. Light sidechain duck under the voice + a safety limiter. Iterate on the user's notes (gains, timing, add/cut cues) — re-print, re-mix.
the voice-only preview at each cue window: a story-critical cue should add ≥ +4 dB, texture +1–3 dB. Inaudible knocks hide in the cue sheet alone — don't ship a cue you haven't confirmed lands.
ceiling BEFORE reaching the −20 LUFS loudness target, so they catalog ~3–5 dB quieter than sustained clips. Their plan gain_db must be ~3–5 dB higher than the brand §10 table implies (percussive knocks/ stamps landed at 0..+1). The audibility check above is what surfaces this.
gaps) the brand §10 gain table is 4–8 dB too quiet across the board — the duck + voice masking eat everything. Short-form landed at: transitions/whooshes −3, story pops/impacts 0..+3, stamps/snaps 0..+7, layered-hero risers 0..+2. Start a short's plan there, not at the long-form table.
Short-form click-sequences measured +0 dB at ANY gain (pushed to +9 experimentally: identical) — the sidechain duck suppresses quiet clips the whole time the voice is active. Set such cues at a sane +6-ish and let them live in the word gaps, or delete them; do NOT chase them with gain (a pause would make them spike).
adjacent loud cue can leak in and fake a pass (a click "measured" +9.8 because a chime 0.17s later shared its window). Use ~0.3s windows for snap/pop/zap/stamp, and measure a riser at its final third (its energy is at the END).
Static/glitchy/hummy clips read as NOISE over speech even at −4 dB; lowering them just makes quiet noise. If the user says "noisy", swap the sound's CHARACTER (clean mechanical snap) or use silence — see brand §10 "no static/glitch textures under narration".
used_in.A security/tech-themed set (knock-solid, glitch-zap, scan-hum, trap-snap, stamp-hit, keys-typing-soft) is library-first reusable for future videos.
jsonc{ "master": "videos/video-1/reference/master.mp4", "master_fps": 60, "catalog": "media/library/sfx/catalog.json", "render": { "preview": "videos/video-1/output/video-1-preview.mp4", // the composited preview to mix over "out": "videos/video-1/output/video-1-first60-sfx.mp4", "end_s": 60, "duck": true }, "events": [ { "at_s": 2.55, "sfx_id": "ui-toggle-on", "gain_db": -13, "shot": "IntroClaudeCode", "cue": "Free Image Generator toggle flips ON (local f66-82)", "note": "signature click" }, { "at_s": 13.03, "sfx_id": "ui-click-soft", "gain_db": -18, "optional": true, "cue": "card locks" } ] }
at_s — MASTER-timeline seconds (same clock as timeline.json / edited-transcript.json).gain_db — dB relative to the clip's normalized level (lower = quieter). Brand §10: −12 to −18.optional: true — deniable texture; mix_sfx.py --no-optional drops it. Use it liberally so the auditis about the core set.
cue / note — human-readable anchor (the exact frame/word) so the audit is legible.python tools/gen_sfx.py [--dry-run] [--only id1,id2] [--force] [--renorm].--renorm re-balances existing clips to the loudness target (no API/billing). Needs ELEVENLABS_API_KEY.
python tools/mix_sfx.py <plan> --print [--no-optional].python tools/mix_sfx.py <plan> [--no-optional] [--no-duck] [--end S] [--out path].never let one peak above the narration. Silence is part of the mix.
~8–12 cues/min. Everything past that is optional.
reveal; a whoosh on the cutaway. Off-by-100ms reads as sloppy — use real frame/word times.
generate. The library is the deliverable that outlives this video.
browsing the catalog for something that "feels right." The same few foundational sounds do the heavy lifting; more is not better. Keep signature motifs consistent (the toggle click recurs).
earn their keep — but only on the 2–3 hero beats. Everywhere else, one sound, and silence between.
risers, no trailer slams, no whoosh on every move.
sfx-plan.json first. Non-negotiable.Done = the library has the needed clips (catalogued with source+license), sfx-plan.json is authored and audited by the user, the SFX-mixed preview is rendered and spot-checked by ear, and any new clips + used_in are saved back to the library. Update brand.md §10 / memory if a taste decision changed.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | fail→fail | 17,253 | 9,017 | -48% | 1 | 1 | 0% | 381 | 3,618 | +850% | 0 | 0 | — |
case-02 | fail→fail | 7,680 | 7,943 | +3% | 1 | 1 | 0% | 249 | 3,527 | +1316% | 0 | 0 | — |
case-03 | fail→fail | 5,973 | 7,744 | +30% | 1 | 1 | 0% | 300 | 3,544 | +1081% | 0 | 0 | — |
case-04 | fail→pass | 15,889 | 31,621 | +99% | 1 | 1 | 0% | 2,472 | 4,542 | +84% | 0 | 0 | — |
case-05 | fail→fail | 5,981 | 15,467 | +159% | 1 | 1 | 0% | 767 | 3,449 | +350% | 0 | 0 | — |
case-06 | fail→fail | 13,901 | 12,115 | -13% | 1 | 1 | 0% | 2,660 | 3,485 | +31% | 0 | 0 | — |
case-07 | pass→pass | 6,313 | 4,838 | -23% | 1 | 1 | 0% | 1,157 | 3,934 | +240% | 0 | 0 | — |
case-08 | fail→pass | 6,410 | 7,949 | +24% | 1 | 1 | 0% | 974 | 4,503 | +362% | 0 | 0 | — |
case-09 | fail→pass | 14,968 | 6,133 | -59% | 1 | 1 | 0% | 1,888 | 4,199 | +122% | 0 | 0 | — |
case-10 | fail→pass | 12,790 | 4,562 | -64% | 1 | 1 | 0% | 1,923 | 3,892 | +102% | 0 | 0 | — |
case-11 | fail→pass | 20,201 | 12,825 | -37% | 1 | 1 | 0% | 3,178 | 5,501 | +73% | 0 | 0 | — |
case-12 | fail→pass | 15,226 | 8,367 | -45% | 1 | 1 | 0% | 2,072 | 4,380 | +111% | 0 | 0 | — |
case-13 | fail→pass | 12,982 | 6,193 | -52% | 1 | 1 | 0% | 1,753 | 4,129 | +136% | 0 | 0 | — |
case-14 | pass→pass | 52,168 | 7,447 | -86% | 1 | 1 | 0% | 2,254 | 4,394 | +95% | 0 | 0 | — |
case-15 | pass→pass | 14,442 | 12,760 | -12% | 1 | 1 | 0% | 2,700 | 5,088 | +88% | 0 | 0 | — |
case-16 | fail→pass | 13,133 | 5,759 | -56% | 1 | 1 | 0% | 1,836 | 3,987 | +117% | 0 | 0 | — |
case-17 | fail→pass | 27,087 | 4,396 | -84% | 1 | 1 | 0% | 2,981 | 3,887 | +30% | 0 | 0 | — |
case-18 | fail→pass | 5,950 | 3,666 | -38% | 1 | 1 | 0% | 876 | 3,765 | +330% | 0 | 0 | — |
case-19 | fail→pass | 10,729 | 3,319 | -69% | 1 | 1 | 0% | 1,492 | 3,692 | +147% | 0 | 0 | — |
case-20 | fail→pass | 11,398 | 9,115 | -20% | 1 | 1 | 0% | 1,759 | 4,510 | +156% | 0 | 0 | — |
case-21 | fail→pass | 51,550 | 2,792 | -95% | 1 | 1 | 0% | 3,096 | 3,567 | +15% | 0 | 0 | — |
case-22 | fail→pass | 21,816 | 10,118 | -54% | 1 | 1 | 0% | 1,854 | 4,507 | +143% | 0 | 0 | — |
case-23 | fail→pass | 12,368 | 4,160 | -66% | 1 | 1 | 0% | 1,814 | 3,785 | +109% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 23 cases were attempted, and 18 counted toward the lift figure. The other 5 produced results that are not comparable between the two arms, so they are excluded from the headline rather than averaged into it. The headline lift of +65 percentage points is the difference between those two pass rates over the 18 comparable cases. 2 cases got worse with the skill loaded, and they are included in that figure.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.