skill-sound-design
Use when the task involves skill sound design. 1. EXECUTIVE SUMMARY.
- License 许可
- MIT
- 最近更新
- 2026-08-31
- Stars
- ★ 6
- Forks
- 2
01 前言 Front Matter
- name
- skill-sound-design
- author
- Cinesmith
- license
- MIT
- version
- 1.0.0
- metadata
- { "hermes": { "tags": [ "skill-sound-design", "cinesmith", "production" ], "category": "cinesmith" } }
- description
- Use when the task involves skill sound design. 1. EXECUTIVE SUMMARY.
03 SKILL.md 正文
SKILL: Sound Design
Domain: Foley, Diegetic/Non-Diegetic Audio, Music Cues, Audio-Visual Correlation
Version: 1.0
For: Cinesmith Hermes Agent — Audio Planning & Visual-Audio Synchronization
1. EXECUTIVE SUMMARY
This skill encodes the complete language of cinematic sound design — from diegetic and non-diegetic sound theory to foley techniques, music cue architecture, and the specific correlation between visual elements and their sonic counterparts. It covers the 8-layer soundscape model, trans-diegetic transitions, audio-visual synchronization for AI-generated media, and the integration of sound planning into Forge's visual pipeline.
When this skill is active, the agent should:
- Plan soundscapes using the 8-layer model (dialogue, foley, ambience, spot FX, music, stingers, reverb, silence)
- Distinguish diegetic from non-diegetic sources and exploit the grey area
- Map visual elements to specific sonic signatures
- Use sound as a narrative device, not just decoration
- Integrate audio planning into Cinesmith shot lists and scene bibles
2. THE SOUNDSCAPE LAYERS
Every scene contains 8 simultaneous layers of sound. [^77^] [^78^] [^79^]
| Layer | Description | Examples | Priority |
|---|---|---|---|
| 1. Dialogue | Spoken words, voiceover, narration | Character speech, internal monologue, phone call | Highest |
| 2. Foley | Everyday sounds recorded in sync | Footsteps, cloth rustle, object handling, door creaks | High |
| 3. Ambience / Atmos | Background texture of location | Rain, wind, city traffic, room tone, forest birds | Medium |
| 4. Spot Effects | Specific non-sync sound events | Gunshot, explosion, glass break, magical sparkle | High |
| 5. Music / Score | Emotional and thematic underscoring | Orchestral theme, synth pad, diegetic radio music | Variable |
| 6. Stingers | Sudden musical/sound hits at reveals | Orchestral stab, bass drop, metallic clang | Event-based |
| 7. Reverb / Space | Acoustic signature of environment | Cathedral echo, bathroom slap, outdoor openness | Always present |
| 8. Silence | Strategic absence of sound | Tension before explosion, shock after violence | Event-based |
The Mix Hierarchy
- Dialogue must be intelligible above all else
- Foley supports action clarity
- Ambience creates space without competing
- Music supports emotion without overwhelming
- Spot effects punctuate without deafening
- Silence is the most powerful tool — use it strategically
3. DIEGETIC VS. NON-DIEGETIC SOUND
The fundamental division in film sound theory. [^77^] [^78^] [^79^] [^81^]
| Type | Definition | Examples | Emotional Function |
|---|---|---|---|
| Diegetic | Sound that exists within the film's world; characters can hear it | Footsteps, dialogue, door slam, radio playing in car, rain | Grounds audience in reality, creates immersion |
| Non-Diegetic | Sound that exists outside the film's world; only audience hears it | Orchestral score, narrator voiceover, tension sting | Guides emotional response, creates subtext |
| Trans-Diegetic | Sound that crosses the boundary — starts diegetic, becomes non-diegetic (or vice versa) | Radio music that becomes score; score that character hums | Blurs reality/emotion boundary, creates fluidity |
| Acousmatic | Sound whose source is not yet visible; creates mystery | Off-screen footsteps, distant scream, approaching engine | Builds anticipation, creates unease |
The Grey Area
Many sounds exist in the grey zone between diegetic and non-diegetic:
- Amplified foley: Footsteps louder than realistic = non-diegetic emphasis
- Reverb manipulation: Adding cathedral reverb to a small room = non-diegetic gravitas
- Selective muting: Pulling down ambience to highlight dialogue = non-diegetic focus
- Stingers: Impact sounds that don't match the visual action = non-diegetic punctuation
4. FOLEY: THE ART OF SYNCHRONIZED SOUND
Foley is the craft of recreating everyday sounds in a studio to match on-screen action. [^79^] [^84^]
Foley Categories
| Category | Description | Common Props | Examples |
|---|---|---|---|
| Feet | Footsteps on various surfaces | Different shoes, gravel box, wood planks, tile | Walking on gravel, running on wood, high heels on marble |
| Movement | Cloth, body movement, weight shifts | Various fabrics, leather, chains | Coat rustle, leather creak, chain jingle |
| Specifics | Object interactions unique to scene | Anything — coconuts for horse hooves, celery for bones | Door handle, glass clink, sword draw, bone break |
Foley Techniques
| Technique | Description | When to Use |
|---|---|---|
| Sweetening | Enhancing existing production sound with foley | When production audio is thin or muddy |
| Replacement | Completely replacing production sound | When production audio is unusable (wind, noise) |
| Exaggeration | Making sounds louder/more present than realistic | For emphasis, comedy, or genre effect |
| Worldizing | Playing sounds in real space and re-recording | For authentic reverb and spatial placement |
5. MUSIC & SCORE ARCHITECTURE
Music in film is not decoration — it is emotional architecture.
Score Types
| Type | Description | Function | Examples |
|---|---|---|---|
| Thematic / Leitmotif | Recurring musical theme associated with character/idea | Recognition, emotional association | Darth Vader's Imperial March, Jaws theme |
| Mood Underscoring | Atmospheric pad or texture beneath scene | Sustains emotional tone | Synth drone under tense scene, strings under romance |
| Mickey Mousing | Music exactly mirrors action rhythm | Comedy, animation, emphasis | Cartoon bounce, sneaky tiptoe |
| Source Music | Diegetic music from within the world | Establishes time/place, character taste | Radio playing 80s hits, character playing piano |
| Stinger | Sudden musical hit at reveal or cut | Shock, punctuation, emphasis | Orchestral stab at jump scare |
| Trans-Diegetic Bridge | Music crosses diegetic/non-diegetic boundary | Fluid reality, memory, dream | Character hums the score; radio becomes orchestral |
Music Cue Planning
For each scene, plan:
- Entry point: Exact frame where music begins
- Instrumentation: Specific instruments for emotional color
- Tempo / Rhythm: BPM and rhythmic feel
- Key / Mode: Major (happy/bright), minor (sad/tense), modal (mysterious)
- Dynamics: Volume arc across scene (pp → ff → pp)
- Exit point: How music ends (fade, cut, reverb tail)
6. AUDIO-VISUAL CORRELATION
Sound and image are not separate — they are locked in a dance of meaning.
Correlation Types
| Type | Description | Example |
|---|---|---|
| Synchronous | Sound matches image exactly | Footstep heard as foot hits ground |
| Asynchronous | Sound contradicts or diverges from image | Happy music over violent scene (irony) |
| Counterpoint | Sound and image work in opposition to create meaning | Cheerful scene with ominous score (dread) |
| Empathetic | Sound reinforces image emotion | Sad music over funeral scene |
| Anempathetic | Sound is indifferent to image emotion | Neutral ambience over tragedy (alienation) |
Visual-to-Sound Mapping
| Visual Element | Sonic Signature | Prompt/Planning Term |
|---|---|---|
| Rain | Low-frequency rumble, high-frequency patter, reverb wash | "rain soundscape: low rumble + high patter + reverb wash" |
| Fire | Crackle, low roar, wood pop, warm frequency spectrum | "fire sound: crackle + low roar + wood pop" |
| Neon Sign | Electrical hum, slight buzz, transformer whine | "neon electrical hum", "transformer buzz" |
| Crowd | Indistinct murmur, individual voices emerging | "crowd murmur", "indistinct chatter", "individual voice emergence" |
| Empty Room | Room tone, air conditioning, distant traffic, silence | "room tone", "empty space ambience", "distant traffic through wall" |
| Forest | Bird calls, wind through leaves, insect drone, twig snap | "forest soundscape", "leaf rustle", "insect drone" |
| City Night | Distant siren, car pass-by, dog bark, neon hum | "urban night ambience", "distant siren", "intermittent car pass" |
| Ocean | Wave crash, seagull, wind, sand texture | "ocean soundscape", "wave rhythm", "seagull cry" |
7. SILENCE AS SOUND DESIGN
Silence is not the absence of sound — it is the most powerful sound. [^77^]
Types of Silence
| Type | Description | Effect | When to Use |
|---|---|---|---|
| Dead Silence | Complete absence of sound | Shock, alienation, supernatural | After loud explosion, supernatural presence |
| Near-Silence | Only barely audible sounds remain | Tension, intimacy, focus | Before revelation, intimate moment |
| Selective Muting | Specific sounds removed while others remain | Subjectivity, disorientation | Character deafened, shock state |
| Anticipatory Silence | Music builds then cuts to silence | Maximum tension, breath-holding | Before jump scare, before important line |
8. SOUND DESIGN FOR AI-GENERATED MEDIA
AI video generation currently produces silent output. Sound design must be planned in parallel and added in post.
The Cinesmith Sound Pipeline
Visual Generation (ComfyUI/Flux/LTX)
↓
Shot List with Sound Notes (per shot)
↓
Audio Generation / Library Assembly
↓
Synchronization & Mix
↓
Final Output
Per-Shot Sound Bible
shot: S01A
sound_layers:
dialogue:
source: "recorded / AI-generated"
content: "Elena: 'We need to leave. Now.'"
treatment: "close mic, slight reverb for alley"
foley:
- action: "footsteps on wet asphalt"
surface: "wet pavement"
shoes: "boots"
- action: "jacket rustle"
material: "leather"
ambience:
location: "alley night"
elements: ["distant traffic", "neon hum", "dripping water"]
spot_effects:
- trigger: "door slam"
sound: "metal door heavy close"
music:
cue: "tension_build_01"
entry: 2.5s into shot
instrumentation: "synth bass + string drone"
key: "D minor"
dynamics: "pp → mp"
exit: "hard cut at door slam"
reverb:
space: "narrow alley, brick walls"
decay: "1.2 seconds"
pre-delay: "15ms"
9. CINESMITH NEXUS INTEGRATION
| Sound Element | Cinesmith Nexus Node |
|---|---|
| Sound bible | Scene → HAS_SOUND_BIBLE → SoundBible node |
| Music cue | Shot → HAS_MUSIC_CUE → MusicCue node |
| Foley list | Shot → HAS_FOLEYS → Foley nodes |
| Ambience | Scene → HAS_AMBIENCE → Ambience node |
| Sound transition | Shot → PRECEDES → Shot edge with sound_transition |
MCP Tool Integration:
cinesmith_contexton Scene returns full sound biblecinesmith_tracefrom Shot A to Shot B includes sound continuity checkcinesmith_detect_changeson sound layer changes flags affected shots
10. SKILL STACKING
BASE SKILL: Prompt Engineering Core
AUDIO SKILL: Sound Design (this file)
└── VOCABULARY: diegetic, non-diegetic, foley, ambience, stinger, silence
STRUCTURE SKILL: Story Spine / Narrative
└── VOCABULARY: 3-act, emotional beats, scene chain
STYLE SKILL: [Any Style Specialist]
└── VOCABULARY: aesthetic vocabulary
STRUCTURE SKILL: Cinematic Continuity
└── GRAMMAR: shot lists, temporal coherence
TECH SKILL: ComfyUI/Flux/LTX Pipeline
└── PARAMETERS: sampler, model, CFG
11. QUICK REFERENCE: SOUND DESCRIPTOR MATRIX
| Scene Type | Dialogue | Foley | Ambience | Music | Key | Dynamics |
|---|---|---|---|---|---|---|
| Intimate Conversation | Close mic | Minimal | Room tone | None or sparse | — | pp |
| Action Chase | Shouted | Heavy footsteps, impacts | City traffic | Fast tempo, percussion | Minor | ff |
| Horror Reveal | Scream | None (sudden absence) | Dead silence | Stinger + drone | Atonal | fff |
| Romantic Moment | Whispered | None | Soft wind | Strings, slow tempo | Major | mp |
| Sci-Fi Interior | Radio comm | Mechanical, tech | Ship hum | Synth pad | Modal | p |
| Nature Documentary | Voiceover | Animal movement | Biophony | Minimal piano | Major | pp |
12. SOURCES
- B2W TV, "Diegetic vs Non-Diegetic Sound | Simple Guide for Creators" [^77^]
- Jan Krzysztof Nosal (IADT), "Diegetic and Non-Diegetic Sound Effects in Film" [^78^]
- Studio 11 Chicago, "Film Sound Design" [^79^]
- WeVideo, "Diegetic vs Non-Diegetic Sound: Differences, Examples" [^81^]
- Gear4Music, "A Guide to Foley Sound and Recording" [^84^]
13. VERSION HISTORY
- v1.0 (2026-04-24): Initial comprehensive skill covering 8-layer soundscape, diegetic/non-diegetic theory, foley techniques, music cue architecture, audio-visual correlation, silence as design, and AI pipeline integration.
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