The 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).
npx skills add https://github.com/hassancs91/claude-youtube-editor --skill suggest-sfx
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.
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 backby gen_voice.py). Sync cues to these words (a pop on "boom", a chime on "free").
remotion/src/shots/short-N/*.tsx — the INTERNAL animation frames are wherethe 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.media/library/sfx/) — the durable assetpalette.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 by gen_sfx.py`.
clips/*.mp3 — loudness-normalized clips (~−20 LUFS, −1.5 dBFS ceiling) so a plan's per-cuegain_db is perceptually meaningful.
(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 to
palette.json and generated.
candidate beat, find the visual moment's local frame in the shot and/or the narration word,
and convert to global seconds.
source) — then apply brand §7. Don't re-ask settled decisions.
(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/adjacent at_s that sum. Sync each cue to the VISUAL
beat and often the exact word.
fits. For misses, add a generic recipe to palette.json and generate: python tools/gen_sfx.py
(ElevenLabs Sound Effects API → normalized clip → catalog). Fall back to curated royalty-free
only where generation is weak; record source + license either way.
shorts/short-N-<niche>/sfx-plan.json — one event per cue, at_s in global seconds.(Schema below.)
(python tools/mix_sfx.py <plan> --print) and get the user's approval/notes BEFORE mixing.
python tools/mix_sfx.py shorts/short-N-<niche>/sfx-plan.json→ the plan's render.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.
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.
−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_db must be ~3–5 dB higher than the brand
table implies. The audibility check above is what surfaces this.
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.
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).
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).
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".
used_in.
{
"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 SHORTScalibration above for starting values.
optional: true — deniable texture; mix_sfx.py --no-optional drops it. Use it liberally sothe audit is about the core set.
cue / note — human-readable anchor (the exact frame/word) so the audit is legible.python tools/gen_sfx.py [--dry-run] [--only id1,id2] [--force] [--renorm].--renorm re-balances existing clips to the loudness target (no API/billing). Needs
ELEVENLABS_API_KEY in .env.
python tools/mix_sfx.py <plan> --print [--no-optional].python tools/mix_sfx.py <plan> [--no-optional] [--no-duck] [--end S] [--out path].quiet, never let one peak above the narration. Silence is part of the mix.
content (piece thocks, digit pops). Everything past that is optional.
the reveal. Off-by-100ms reads as sloppy — use real frame/word times.
you generate. The library is the deliverable that outlives this video.
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.
where SFX earn their keep — but only on the 2–3 hero beats.
whoosh on every move.
sfx-plan.json first. 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.
Take hassancs91/suggest-sfx from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.