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Found 6 Skills
Use when the user has a music track (an audio file, or a video to pull audio from) and wants a beat-synced HyperFrames video, calm to hard-hitting. The music drives everything: one analyzer reads it once, the orchestrator lays out the frames and fills a per-frame plan, and one sub-agent builds each frame. Typography and templates are the floor — a complete video needs zero assets — but any images or videos the user supplies are cut into the frames on the same beat grid (beat-cut / ken-burns). The genre (lyric video, slideshow, kinetic promo) falls out of the per-frame choices; the pipeline never branches on it.
Generate prompts for music videos and beat-synced visual content for Seedance 2.0 (Higgsfield). Use this when users want to create music videos, lyric videos, beat-synced visuals, performance videos, concert visuals, album art animations, or music-driven visual content. Trigger conditions: music video, lyric video, beat sync, music visualization, performance video, concert visual, album visual, song video, music clip, beat drop visual, rhythm sync, or any music-driven video request. Even phrases like "make visuals for my song" or "video for this track".
This skill should be used when the user asks to "edit a video to music", "create a beat-synced edit", "make a montage", "sync cuts to beats", "cut a video to the beat", "make a music video edit", "edit clips to a song", "build FFmpeg filters for video editing", or mentions combining video clips with audio tracks using timed cuts. Provides knowledge of the EditPlan format, FFmpeg filter_complex construction, and beat-sync editing workflows.
Generate audio visualization videos using each::sense AI. Create waveforms, spectrum analyzers, particle effects, 3D visualizations, and beat-synced animations from audio files.
Play and mix audio in Godot 4.x: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.