suggest-sfx — the SFX pass
SkillMediaThe SFX pass. Analyze a short'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 rendered short in this repo. Covers reading beats + word times + brand §7, the library-first flow, generating misses with the ElevenLabs Sound Effects API, the per-video sfx-plan.json, the hard user-audit gate, and mixing with tools/mix_sfx.py (light voice ducking).
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the suggest-sfx — the SFX pass skill
What this skill tells your AI
The instructions your AI receives, as published by hassancs91/claude-faceless-shorts-creator in .claude/skills/suggest-sfx/SKILL.md and read by ahel’s review.
Take a rendered, voiced short 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.
The shape: 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 §7 every time. The house style is calm/premium
(Linear / Anthropic / Vercel), felt-not-heard, always under the voice. NOT MrBeast-loud.
Inputs (read these first, every session)
brand.md§7 (Sound design) — the SFX taste contract: subtlety, density, palette, levels, sync, signature motifs, source policy. Non-negotiable.shorts/short-N-<niche>/beats.json— the beats and REAL per-word voice times (written back bygen_voice.py). Sync cues to these words (a pop on "boom", a chime on "free").- The shot source
remotion/src/shots/short-N/*.tsx— the INTERNAL animation frames are where the real visual beats are (piece lands, digit pops, badge stamps). Read the shot, convert its local frame to global time:at_s = (local_frame + sequence_from) / 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.
The library (media/library/sfx/) — the durable asset
palette.json— generation recipes: generic, reusable sound ids + prompts + duration + tags. The source of truth for what the library SHOULD contain.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 bygen_sfx.py.clips/*.mp3— loudness-normalized clips (~−20 LUFS, −1.5 dBFS ceiling) so a plan's per-cuegain_dbis perceptually meaningful.- Library-first, always. Reuse an existing clip before generating. Name/tag clips GENERICALLY
(
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 topalette.jsonand generated.
Workflow
- Read brand §7 + beats.json + the shot source + catalog. Pull exact cue times: for each candidate beat, find the visual moment's local frame in the shot and/or the narration word, and convert to global seconds.
- Decide taste with the user up front if unsettled (present-ness, density, which kinds, source) — then apply brand §7. Don't re-ask settled decisions.
- Propose the cue list — function-first. For each beat ask what it needs (brand §7): motion
(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/adjacentat_sthat sum. Sync each cue to the VISUAL beat and often the exact word. - Library-first sourcing. For each distinct sound the plan needs, reuse a catalog clip if one
fits. For misses, add a generic recipe to
palette.jsonand generate:python tools/gen_sfx.py(ElevenLabs Sound Effects API → normalized clip → catalog). Fall back to curated royalty-free only where generation is weak; recordsource+licenseeither way. - Author
shorts/short-N-<niche>/sfx-plan.json— one event per cue,at_sin global seconds. (Schema below.) - USER-AUDIT GATE (hard). Present the resolved cue sheet
(
python tools/mix_sfx.py <plan> --print) and get the user's approval/notes BEFORE mixing. - Mix the audition preview once approved:
python tools/mix_sfx.py shorts/short-N-<niche>/sfx-plan.json→ the plan'srender.out. Light sidechain duck under the voice + a safety limiter. Iterate on the user's notes (gains, timing, add/cut cues) — re-print, re-mix.- Verify audibility with numbers, not hope. After mixing, RMS-diff the mixed audio vs the voice-only preview at each cue window: a story-critical cue should add ≥ +4 dB, texture +1–3 dB. Inaudible cues hide in cue sheets — don't ship a cue you haven't confirmed lands.
- Transient-clip gain gotcha. Short percussive clips (knock/stamp/keys/snap) hit the
−1.5 dBFS peak ceiling BEFORE reaching the −20 LUFS loudness target, so they catalog ~3–5 dB
quieter than sustained clips. Their plan
gain_dbmust be ~3–5 dB higher than the brand table implies. The audibility check above is what surfaces this. - SHORTS calibration. Under a short's near-continuous narration (~2.7 w/s, few gaps) a conservative gain table is 4–8 dB too quiet across the board — the duck + voice masking eat everything. Proven landing zone: transitions/whooshes −3, story pops/impacts 0..+3, stamps/snaps 0..+7, layered-hero risers 0..+2. Start a short's plan there.
- Cues that sit fully UNDER continuous speech never measure — accept felt-not-heard or cut them. The sidechain duck suppresses quiet clips the whole time the voice is active (a click-sequence can measure +0 dB at ANY gain). 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).
- Measure transients with tight windows. RMS over 0.6s dilutes a 50 ms click to nothing and an adjacent loud cue can leak in and fake a pass. Use ~0.3s windows for snap/pop/zap/stamp, and measure a riser at its final third (its energy is at the END).
- A noisy TEXTURE cannot be fixed by gain. 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 §7 "no static/glitch textures under narration".
- Save back. New clips stay in the library + catalog (they carry to the next video). Update
used_in.
sfx-plan.json (the source of truth)
{
"master": "remotion/out/ShortNName-voiced.mp4", "master_fps": 30,
"catalog": "media/library/sfx/catalog.json",
"render": {
"preview": "remotion/out/ShortNName-voiced.mp4", // the voiced render to mix over
"out": "shorts/short-N-<niche>/output/short-N-sfx.mp4",
"end_s": 42, "duck": true
},
"events": [
{ "at_s": 4.9, "sfx_id": "chess-piece-thock", "gain_db": -8, "shot": "MainScene",
"cue": "e4 pawn lands (local f51)", "note": "diegetic board foley" },
{ "at_s": 13.03, "sfx_id": "ui-click-soft", "gain_db": -18, "optional": true, "cue": "card locks" }
]
}
at_s— global-timeline seconds (same clock as beats.json).gain_db— dB relative to the clip's normalized level (lower = quieter). See the SHORTS calibration above for starting values.optional: true— deniable texture;mix_sfx.py --no-optionaldrops it. Use it liberally so the audit is about the core set.cue/note— human-readable anchor (the exact frame/word) so the audit is legible.
Tooling quick reference
- Grow the library:
python tools/gen_sfx.py [--dry-run] [--only id1,id2] [--force] [--renorm].--renormre-balances existing clips to the loudness target (no API/billing). NeedsELEVENLABS_API_KEYin.env. - Print the cue sheet (the audit artifact):
python tools/mix_sfx.py <plan> --print [--no-optional]. - Mix:
python tools/mix_sfx.py <plan> [--no-optional] [--no-duck] [--end S] [--out path].
Principles (the house style — apply them)
- Under the voice, always. SFX are seasoning; the voice is the show. Duck them, keep them quiet, never let one peak above the narration. Silence is part of the mix.
- Key transitions & reveals only — plus the diegetic action sounds that ARE a synthetic short's
content (piece thocks, digit pops). Everything past that is
optional. - Sync to the visual beat AND the word. A click exactly on the toggle flip; a pop exactly on the reveal. Off-by-100ms reads as sloppy — use real frame/word times.
- Reusable-first. Generic names + tags so the library compounds across videos. Reuse before you generate. The library is the deliverable that outlives this video.
- Function over vibe. Pick the sound by its job — motion/tension/emphasis/snap (brand §7) — not by 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.
- Layer the big moments, keep the rest single. Build-and-drop (riser→impact, whoosh→pop) is where SFX earn their keep — but only on the 2–3 hero beats.
- Take structure, not drama. Calm/premium: no cymbal-urgency risers, no trailer slams, no whoosh on every move.
- Audit before mixing. The user reads and approves
sfx-plan.jsonfirst. 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.
Signals
- GitHub stars
- 233
- Forks
- 96
- Last commit
- Aug 2026
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suggest-sfx- Source
- github.com/hassancs91/claude-faceless-shorts-creator