AGENT SKILL

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

  1. Dialogue must be intelligible above all else
  2. Foley supports action clarity
  3. Ambience creates space without competing
  4. Music supports emotion without overwhelming
  5. Spot effects punctuate without deafening
  6. 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_context on Scene returns full sound bible
  • cinesmith_trace from Shot A to Shot B includes sound continuity check
  • cinesmith_detect_changes on 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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