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Add a new sound effect to @remotion/sfx
Passed 16 of 21 test cases with the skill, and 4 of 21 without it.
and 15 more in the full report
14 fixed4 passed either way5 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 14 test cases the skill fixed. Same model, same prompt, with and without the skill.
In `@remotion/sfx` (`packages/sfx/src/index.ts`), how should a sound effect like `whoosh.wav` be exported? Show the code line.
| Checked | Without skill | With skill |
|---|---|---|
| Exports constant string pointing to 'https://remotion.media/whoosh.wav' | Missed | Passed |
The instructions your model reads when the skill loads.
Sound effects must first be added to the remotion.media package.
Then it can be deployed using bun run build. The .env may be missing if we are in a worktree, but on the main non-worktree branch it should be present.
The source of truth is generate.ts in that repo. A sound effect must exist there before it can be added to @remotion/sfx.
Sound effects must be:
remotion.media repo (must be done first)In the remotion-dev/remotion.media repo:
soundEffects array in generate.ts:
{
fileName: "my-sound.wav",
attribution:
"Description by Author -- https://source-url -- License: Creative Commons 0",
},
bun generate.ts to copy it to files/ and regenerate variants.jsonpackages/sfx/src/index.tsUse camelCase for the variable name. Avoid JavaScript reserved words (e.g. use uiSwitch not switch).
export const mySound = 'https://remotion.media/my-sound.wav';
packages/docs/docs/sfx/<name>.mdxtest cases passed, vs 4 / 21 without
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