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Found 9 Skills
Use when audio already placed in a HyperFrames composition needs to be mixed: a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation, delay, reverb, chorus, phaser, bitcrush), or automation envelopes drawn on a track's volume or any effect parameter. Don't use for sourcing or generating audio — finding BGM, SFX, or making a voiceover is `/media-use`. Don't use for clip timing or track layout, which is `/hyperframes-core`.
Polishes raw Suno audio by processing per-stem WAVs (vocals, backing_vocals, drums, bass, guitar, keyboard, strings, brass, woodwinds, percussion, synth, other) with targeted cleanup, EQ, and compression, then remixing into a polished stereo WAV ready for mastering. Use after audio import and before mastering.
Use when the user has a video + an SRT and wants the subtitles either burned into the pixels (libass, always-visible) or soft-muxed as a togglable track. Also handles the final composite step for the localization pipeline — burn subs, mix a dub track, and keep the original audio as a low-volume bed, all in ONE ffmpeg encode (no cascade). Verifies libass availability and auto-downloads a static evermeet ffmpeg build when Homebrew's stripped binary lacks it. Triggers — "烧字幕", "硬字幕", "burn subtitles", "burn-in subs", "embed subtitle", "soft mux SRT", "把字幕烧进视频", "做最终合成".
Duck a music bed under a voice track using Sonilo — automatically lowers the music wherever the voice speaks and lifts it back in the gaps. Use when mixing a separately-generated or existing music track under narration, dialogue, or a video's own voice track, without manual volume automation.
Generate podcast scripts from text content. Use Tone.js and Howler.js for audio mixing. Create intro/outro music, transitions, sound effects.
Use this skill when the user requests to generate, create, or produce podcasts from text content. Converts written content into a two-host conversational podcast audio format with natural dialogue.
Add a measured sound pass to a motion-graphics video made with Claude Code (HyperFrames, Remotion, GSAP, Claude Motion or the motion-broll skill). Builds a cue list, checks the music's beat grid against the kick drums, lands cuts on the beat, places one real sound effect per cue from a bundled CC0 library, mixes to -16 LUFS with true peaks below -4 dBFS measured on the exported MP4, and proves it with frames, waveforms and 5 timestamps for a human to check. Use when someone wants sound effects, sound design or music added to a motion-graphics video, or says their AI video sounds like cheap beeps.
Build premium, realistic soundtracks for code-made videos and animations from real licensed recordings - launch films, product and feature videos, UI walkthroughs, logo stings, explainers, trailers and animated shorts made with Remotion, HyperFrames, three.js, GSAP or any renderer. Use this whenever a video or animation needs sound design, SFX, foley, ambience, music, a soundtrack, a score, UI click / whoosh / riser / impact / logo-sting sounds, or a music edit to picture; whenever a synthesized or "random" sounding soundtrack must be replaced with real recordings; or when the user asks to source, license, credit, mix, master, critique or mux audio for a film. It covers cue lists from the picture, sourcing from Freesound / Mixkit / composer libraries with licence checks, a music edit at bar lines, a JSON sound design rendered by a deterministic mixer, measured QA (clicks, masking, harshness, sync, loudness) plus earshot listening, a multi-agent critique, mastering, credits and the mux.
Direct and render short product films as code: launch videos, feature explainers, tool and agent demos, social cuts. Studies launch videos and recordings in Seenry for pacing, writes the story, shot list and voiceover, builds a seekable HTML film from real captures, renders it frame by frame, designs and mixes the sound, and checks format, loudness and every on-screen claim. Not for editing live-action footage.