mcpbeat

Higgsfield Audio

osidemedia/higgsfield-audio

> Use when the user asks about audio in Higgsfield videos, needs to add dialogue or lip-sync, wants sound effects or ambient sound in generated video, asks about music or BGM in output, or is using any audio-capable model (Kling 3.0, Seedance 1.5 Pro, Seedance 2.0, Veo 3/3.1, Grok Imagine Video). Also use when the user's prompt would benefit from audio direction but they haven't mentioned it. Also use when the user wants standalone audio — a soundtrack, ambience bed, multi-speaker scene audio (Seed Audio 1.0), or text-to-speech voiceover.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/OSideMedia/higgsfield-ai-prompt-skill --skill higgsfield-audio

The instruction itself

45 sections, as written by the author

Higgsfield Audio Prompting Guide

QUICK FACTS

*Routing aids — read the linked sections for the full rules.*

  • Native-joint audio models: Kling 3.0, Seedance 2.0 / 1.5 Pro, Veo 3/3.1, Grok — all others add audio in post →
  • Four layers to consider per prompt: Dialogue / SFX / Ambient / BGM →
  • Lip-sync is the most failure-prone feature: 3–8s clips, MCU framing, one speaking face, locked camera, no head-motion tokens; per-language sync-word budgets are FIELD-reported →
  • Seedance 2.0 @Audio1 is a conditioning INPUT — beat sync, the AUDIO: Xs] script block, and the first-15s extraction trap [→
  • Cinema Studio 3.0 native joint audio (SCELA): describe audio as a separate section; specific foley beats generic moods →
  • Seed Audio 1.0 (seed_audio, standalone) = whole-scene audio in ONE pass — multi-speaker dialogue + music + SFX + ambience mixed →
  • Standalone Audio catalog (2026-08-01 snapshot): seed_audio, qwen_audio_tts (NEW — Qwen 3.0 TTS Flash, expressive instructions + cloned voices), text2speech_v2 (5 engines incl. cozy_voice), plus 3 game-pipeline-only tools — distinct from in-video joint audio →

Which Models Support Audio?

| Model | Audio type | Dialogue | SFX | Ambient | BGM | Lip-sync |

|-------|-----------|----------|-----|---------|-----|----------|

| Kling 3.0 / Omni | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ Multi-language |

| Seedance 2.0 | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ Multi-language |

| Seedance 1.5 Pro | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ Best lip-sync |

| Veo 3 / 3.1 | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ English best |

| Grok Imagine Video | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ |

| All other models | ❌ | — | — | — | — | — |

"Native joint" means audio and video are generated simultaneously in one pass —

not layered on after. This produces natural synchronization without post-production.

Models without native audio: add audio in post with Lipsync Studio or external tools.


The Four Audio Layers

Every audio-capable prompt should consider four layers. You don't need all four

in every prompt, but knowing which to include gives the model clear direction.

1. Dialogue — What characters say

Put dialogue in quotes. Be explicit about who speaks, their tone, and language.

She says: "We need to leave. Now."
He whispers: "Not yet."

Best practices:

  • Keep dialogue short — 1-2 sentences per character per shot
  • Specify emotional tone: "says urgently", "whispers", "shouts across the room"
  • For non-English: specify language and dialect → She speaks in Cantonese: "走啦"
  • For Seedance 1.5 Pro: supports English, Chinese (incl. Sichuanese, Cantonese,

Taiwanese Mandarin, Shanghainese), Japanese, Korean, Spanish, Indonesian

2. SFX — Specific sound events tied to action

Describe SFX at the point they happen. Tie them to visible actions.

The glass shatters on the floor — sharp crack, then settling tinkle.
Footsteps on wet concrete — splashing, rhythmic.
A door slams shut — heavy metal, echoing.

Best practices:

  • One SFX description per action beat
  • Use onomatopoeia sparingly — descriptive phrases work better than "BANG" or "CRASH"
  • Tie timing to action: "as she sets the cup down" not "cup sound at 4 seconds"

3. Ambient — Background soundscape

Set the acoustic environment. This is the continuous sound bed.

Ambient: quiet café murmur, espresso machine, rain against windows.
Ambient: forest at night — crickets, distant owl, gentle wind through leaves.
Ambient: busy intersection — traffic, horns, construction in the distance.

Best practices:

  • 2-3 ambient elements maximum — more gets muddy
  • Describe the *space* acoustics: "reverberant church hall", "tight car interior"
  • Contrast silence with sound for impact: "Dead silence. Then — a single footstep."

4. BGM — Background music mood

Don't name songs or artists (content filter). Describe the musical texture.

BGM: slow piano, minor key, melancholic.
BGM: tense orchestral build — low strings, rising.
BGM: lo-fi hip-hop beat, warm vinyl crackle, relaxed.

Best practices:

  • Describe instrumentation, tempo, mood — not genre labels alone
  • "Tense strings, building" works better than "suspenseful music"
  • Specify when music enters/exits: "Piano enters at the midpoint, builds to the end"
  • For beat-sync content: "Cuts match the downbeat" or "Movement peaks on the drop"

Audio Prompt Structure

Add audio cues naturally within your prompt or as a dedicated block at the end.

Inline method (preferred for short prompts):

A woman walks into a quiet library. Her heels click on the marble floor — each step
echoing. She whispers to the librarian: "Do you have the Collected Letters?"
Distant page turns. A clock ticks somewhere above.

Dedicated block method (better for complex audio):

[Scene description — visual content, action, camera]

Audio:
  Dialogue: She says "We leave at dawn." He replies: "I'll be ready."
  SFX: coffee cup set down, chair scraping back
  Ambient: early morning kitchen — birds outside, kettle just boiled
  BGM: none — silence emphasizes the tension

Lip-Sync Rules

Lip-sync is the most failure-prone audio feature. Follow these rules strictly:

> Expressive facial acting *around* the words — forced smiles, leaking fear,

> mixed emotions during a spoken line — is driven separately by FACS Action Unit

> codes per beat. Let lip-sync shape the phonemes; schedule the brow/eye/cheek

> AUs for the performance. See ../higgsfield-facs/SKILL.md § Dialogue &

> Monologue Facial Acting.

Do:

  • Keep dialogue clips 3–8 seconds (sweet spot for accuracy)
  • Use medium close-up or closer framing — model needs to see the mouth clearly
  • One speaking face per shot — multiple faces break audio routing
  • Lock the camera: locked-off static camera or slow Dolly In only
  • Remove all head/face motion tokens: nodding, turning head, looking around

compete with the lip engine and cause desync

Don't:

  • Don't combine dialogue with vigorous head movement in the same prompt
  • Don't use 15s clips for lip-sync — technical max but accuracy degrades past 8s
  • Don't include ambient or music tokens if lip-sync is the priority — they invite

the generative audio engine to override your dialogue

  • Don't use non-MP3 audio for Seedance 2.0 (when available) — WAV/AAC/OGG fail silently

Multi-character dialogue workaround:

Multi-person lip-sync matching is an unresolved limitation across all models.

The production workaround:

  • Generate each character separately with their own audio segment
  • Composite in CapCut/Premiere using picture-in-picture + linear mask (15% feather)
  • Static image for the listening character; generated video for the speaking character

Per-language dialogue-sync budgets [FIELD — community, seedance-2.0 repo v6.6.0]

Field-observed word budgets for reliable lip-sync in a ~15s in-video Seedance

dialogue clip — not official limits, and not the same as how many words the model

can *voice*. The acoustic budget ≠ reliable-sync budget: the model will happily

speak more words than it can keep synced to the mouth.

| Language | Reliable-sync budget (~15s clip) | Notes |

|----------|----------------------------------|-------|

| English | ~16–20 words (5–10 per line) | Strongest Western language |

| Mandarin | — | Strongest sync overall |

| Russian | ~10–15 words | Weak — budget conservatively |

| Japanese / Korean | Under-tested | No reliable field numbers yet |

Cross-language sizing unit: "one short sentence ≈ one breath." Write dialogue

in breath-sized sentences and count breaths, not seconds.

Voice-reference lip-sync path [FIELD — community, seedance-2.0 repo v6.6.0]

On surfaces that accept a spoken-voice reference, an attached **rights-cleared

voice recording drives lip-sync directly** — the model syncs the mouth to your

recording instead of synthesizing a voice first. This is the most reliable

field-reported path for non-English dialogue (it sidesteps the weak-language

sync budgets above). Rights-sensitive: only use recordings you have clear

rights to — cloned or scraped voices are out.


Audio as a Conditioning Input — Seedance 2.0 (@Audio1)

The most under-used Seedance 2.0 capability: an uploaded audio file is a

conditioning input, not just an output track. The model spec lists audio

as a reference media role alongside image / video, and generate_audio

(native sound output) is documented as *independent of the audio reference

medias* — i.e. the uploaded file conditions the generation, and whether the

clip also gets generated sound is a separate switch.

This means @Audio1 has two distinct jobs, and you pick one per shot:

| Use | What @Audio1 does | Prompt discipline |

|-----|---------------------|-------------------|

| Audio-as-output | Plays the uploaded track unmodified as the clip's soundtrack | Timestamp-anchor it (plays exactly as uploaded from 0s to end) and remove all ambient/SFX/music tokens so the engine doesn't override it (see § Seedance 2.0 below) |

| Audio-as-driver (beat sync) | Drives the visuals — cut timing, camera acceleration, action pace, energy peaks | Write the audio→visual mapping explicitly (below). The clip can still get generated sound, or set generate_audio false for visuals-only. |

> Why it works (author's model — empirical, not in the official spec): the

> temporal branch that reasons about motion and pacing reads the sound's

> structure — beat positions, dynamic contour, timbral texture, song-structure

> sections — and maps it to visual rhythm. Treat the mechanism as a working

> model; treat the capability (audio reference role) as confirmed.

Beat sync — the audio choreographs the visuals

Upload an MP3 as @Audio1, then map audio characteristics to visual elements.

The minimum is three sentences, each handling one thing — **rhythm source /

which visual responds / how energy maps to the arc**:

Use @Audio1 as the rhythmic foundation. Sync camera transitions to the beat
positions. Visual energy builds with the audio crescendo and peaks at the drop.

You can assign different visual elements to different audio characteristics

mixing audio-to-visual the way you'd mix a track:

@Audio1 drives the visual rhythm. Camera cuts land on the downbeats. Subject
movement accelerates into the build, holds at the peak, releases on the drop.
Colour temperature shifts warmer with the crescendo.

Camera ← beat position. Movement ← dynamic contour. Colour ← overall energy arc.

It stacks with other references — character from @Image1, camera style from

@Video1, rhythm from @Audio1, processed together:

@Image1 as character reference. Follow @Video1 camera-movement style. @Audio1 as
rhythmic foundation — sync all camera transitions to the beat positions.
Character movement should pulse with the music.

The one constraint: @Video1 camera style and @Audio1 rhythm have to be

temporally compatible. A slow continuous dolly pulled from a video reference

fighting an EDM track sends the temporal branch conflicting instructions — same

failure class as mixing reference *images* of clashing styles. Pick references

that can coexist. (Sibling of ../higgsfield-seedance/SKILL.md § Reference Roles

→ Load-Bearing Rule: references stay in their lanes.)

The [AUDIO: Xs] script block — dialogue + SFX + lip-sync from text alone

No microphone, no recording. A timestamped script inside the prompt text

generates voices, SFX, and lip-sync. Quoted text → speech with automatic

lip-sync; physical descriptions → sound effects. Each marker is a timestamp in

the clip:

[AUDIO: 0s] heavy footsteps on concrete, echoing in a corridor
[AUDIO: 2s] door bursting open, impact bang
[AUDIO: 3s] character says "Nobody move"
[AUDIO: 5s] tense silence, distant traffic
[AUDIO: 7s] character says "Put it down. Slowly."
[AUDIO: 9s] object placed on table, soft thud

The model generates the voice first, then maps facial movement to the

waveform — so lip-sync quality is mostly set by how precisely you wrote the

dialogue. Exact quoted text outperforms paraphrase. It works across

languages (write the line in Spanish/Japanese/French → speech with

phoneme-level lip-sync in that language).

This obeys the same physical rules as § Lip-Sync Rules above: a strong @Image1

character reference gives a consistent mouth structure to animate, and **close-up

framing beats wide** (a small face has too few pixels to sync). Keep individual

dialogue beats inside the 3–8s accuracy window.

It combines with beat sync in one generation — uploaded music as the

rhythmic foundation, the script block as foreground dialogue/SFX, cuts synced to

the beat:

@Audio1 as background music. Sync camera transitions to the beats.
[AUDIO: 0s] music from @Audio1 begins
[AUDIO: 3s] character says "This changes everything"
[AUDIO: 5s] sharp breath — beat drop hits simultaneously
[AUDIO: 8s] character says "Let's go"

The 15-second extraction problem — pick the window, don't upload the track

The audio reference limit is 15s, and the model takes the first 15s of

whatever you upload. Drop in a full 3-minute track and you almost always feed it

the intro — low energy, often ambient, no rhythmic drive. Nothing for the

temporal branch to map.

The right 15s follow a build → drop arc: rising tension into a peak. That

dynamic gradient is what becomes visual energy structure. A segment with uniform

energy gives the model beats to detect but no arc — output is rhythmically

synced but dramatically flat.

Where the window lives:

  • Pre-chorus into chorus
  • Instrumental build into the drop (EDM, electronic, hip-hop)
  • Verse climax into a bridge
  • The last 15s of an intro that breaks into the first hook

Extract exactly that segment before uploading. MP3 at ≥256kbps — lower

bitrate degrades beat detection. Don't upload the full track and hope; pick the

window, cut it, upload that. (Flipping the workflow — audio in first, visuals

built around it — changes the output at a structural level, not subtly.)


Audio by Model — What Works Best Where

Kling 3.0 (V3) / 3.0 Omni (O3)

  • Best overall audio-visual integration
  • Multi-language dialogue (English, Chinese, Japanese, Korean, Spanish + regional accents: American English, British English, Indian English)
  • Multi-character dialogue: 3+ characters with correct speaker attribution and lip-sync per character
  • Voice Binding: lock specific voice profiles to specific characters across shots
  • O3 adds Voice Extraction from static images: upload audio clip (min 3s) + image to build a voice profile
  • O3 adds Performance Cloning: act out a scene on camera → AI re-renders preserving likeness and voice
  • Include dialogue, ambient, and SFX naturally in the prompt
  • Prompt like a script: action + camera + mood + dialogue cues together

Audio Speaker Attribution Format (V3/O3):

[Speaker: Character Name] "dialogue" in a [warm/confident/excited] [male/female] voice with [accent].
Add [sound: footsteps / rain / door closing] when [action].
Background ambient: [environment description].

Seedance 1.5 Pro

  • Best lip-sync accuracy of all models
  • Class-leading multilingual support including Chinese dialects
  • Most stable emotional tone control
  • Use for: professional dialogue scenes, multilingual content

Seedance 2.0

  • Upload MP3 audio as @Audio reference (part of Rule of 12)
  • MP3 only — WAV/AAC/OGG/FLAC fail silently with no error
  • Max 15s per clip, 3 audio files, 10MB each; ≥256kbps for beat-sync (beat detection)
  • Timestamp anchoring (audio-as-output): "Audio @Audio1 plays exactly as uploaded from 0s to end. Do not modify."

Then remove all ambient/SFX/music tokens to prevent the generative engine from overriding.

  • @Audio1 is also a visual driver — beat sync, the [AUDIO: Xs] script block,

and the first-15s extraction trap are all in § Audio as a Conditioning Input above.

> Diegetic-only convention for the prompt body — a

> prompt-authoring discipline that sits on top of Seedance 2.0's

> audio capability. BGM is a valid audio *layer* (see § The Four

> Audio Layers above) — that's what Seedance can generate. The

> diegetic-only convention is what you should *write* in the

> prompt body: only sounds that physically exist in the scene

> (footsteps on wet pavement, fabric whip on motion, breath, room

> tone, weather, weapon fire, crowd reaction, stage haze) rather

> than naming songs, lyrics, or score cues. If music is intended

> for the final cut, layer it in post rather than in the prompt

> body.

>

> Two reasons the discipline matters even though BGM is

> supported: (i) score descriptors ("dramatic strings",

> "orchestral swell") underdetermine the generated audio and

> routinely produce generic music beds at odds with the scene;

> (ii) the *timestamp-anchoring* + *remove-all-music-tokens*

> pattern in the bullets above already enforces this discipline

> when an MP3 audio reference is uploaded — the diegetic-only

> convention generalizes that pattern to all Seedance prompts

> whether or not an audio reference is attached.

Veo 3 / 3.1

  • Strong native audio for English dialogue and environmental sounds
  • Dialogue in quotes: "This must be it," he murmured.
  • SFX explicitly: tires screeching loudly
  • Ambient as environment soundscape descriptions

Grok Imagine Video

  • Improved audio as of Video Imagine 1.0 (Feb 2026)
  • Include audio intent directly in prompt — same inline style as other models
  • Best for: social clips where audio adds polish but isn't the hero

Common Audio Failures and Fixes

| Problem | Cause | Fix |

|---------|-------|-----|

| Lip-sync completely off | Audio > 8s, or head motion tokens present | Trim to 5s, remove nodding/turning tokens |

| Model replaces uploaded audio | Ambient/music tokens in prompt invite generative override | Add timestamp anchoring phrase, remove all ambient/music tokens |

| Dialogue missing entirely | Non-MP3 format used (Seedance 2.0) | Convert to MP3 128-320kbps |

| SFX drowns out dialogue | Too many SFX cues competing | Reduce to 1-2 SFX per shot, prioritize dialogue |

| Audio sounds robotic | Flat emotional cues | Add emotional direction: "says warmly", "whispers with urgency" |

| Background music too loud | BGM description too prominent in prompt | Move BGM to end of prompt, reduce detail, or say "subtle BGM" |


When to Skip Audio

Not every prompt needs audio direction. Skip audio cues when:

  • Using a model without native audio (Kling 2.6, Wan 2.6, Seedance Pro, Minimax Hailuo 2.3/02)
  • The content is purely visual (product beauty shots, abstract motion, landscape)
  • Audio will be added entirely in post-production
  • The prompt is already at the short-form 200-word cap and visual direction is more important

> Negative constraints: For audio-specific artifacts (lip-sync desync, background music

> overriding dialogue, SFX drowning dialogue) and their prevention phrases, see

> ../shared/negative-constraints.md — Temporal/Consistency Artifacts section.


Cinema Studio 3.0 Audio (Business/Team Plan)

Cinema Studio 3.0 introduces native audio-video joint generation — a fundamental shift from models that treat audio as a post-processing step.

Native Audio-Video Joint Generation

Audio is generated simultaneously with video via a unified multimodal architecture. This means:

  • Audio and video are temporally aligned by default — no manual sync needed
  • Dual-channel stereo output
  • Sound design prompts directly influence both audio AND visual generation
  • Audio is not "added on" — it's part of the same generation pass

Audio as Prompt Element (SCELA)

Always describe audio as a separate section in your prompts. The generation engine handles three parallel audio tracks:

  • BGM — background music, score
  • Ambient SFX — environmental sounds, foley
  • Dialogue — character speech, voiceover
A chef slices vegetables rapidly on a wooden cutting board.
Camera: tight close-up tracking the knife.
Style: warm kitchen lighting, shallow depth of field.

Audio: rhythmic chopping on wood, oil sizzling in a nearby pan,
soft clinking of ceramic bowls. Light acoustic guitar BGM.

Input Constraints

| Parameter | Limit |

|-----------|-------|

| Accepted formats | MP3, WAV |

| Max audio clips | 3 per generation |

| Combined duration | ≤15s total |

| Single file size | <15MB |

| MP3 bitrate | 128–320 kbps |

Lip-Sync

Available but experimental in Cinema Studio 3.0:

  • Focus on emotion and general mouth movement, not perfect phoneme sync
  • Single face per generation only — multi-face lip-sync is not supported
  • For best results, keep dialogue segments under 8 seconds
  • Pair with clear frontal or 3/4 face angle reference images

Tone / Voice Cloning via @Reference

Control speaking style, accent, and language by referencing a video with the desired voice:

Voiceover tone references @Video1. The narrator describes the product
in a warm, conversational tone. "This changes everything."
Audio @Audio1 plays exactly as uploaded from 0s to end.
Do not modify or replace the audio content.

Dialect Support

Dialects written directly in the prompt work — the model understands regional speech patterns. Write dialogue in the target dialect for authentic delivery.

Timestamp Anchoring

When uploading reference audio that must play unmodified:

Audio @Audio1 plays exactly as uploaded from 0s to end.
Do not modify or replace the audio content.

Then remove all ambient/SFX/music tokens from the prompt to prevent the generation engine from overriding the uploaded audio with generated sound.

Sound Design Specificity

Describe specific foley, not generic moods:

Wrong: nice ambient sounds, pleasant background noise

Right: the scratch of frosted glass, rustling of plush fabric, gentle tapping on acrylic, popping of bubble wrap, wooden floor creaking under bare feet

Specific sound descriptions directly influence the generated audio output. The more precise the foley description, the more accurate the result.


Scene-Audio Generation — Seed Audio 1.0

Separate from in-video joint audio above: Seed Audio 1.0 (ByteDance, released

2026-06-23 at the FORCE conference) is a standalone **one-pass whole-scene audio

generator**. One generation produces multi-speaker dialogue + music + SFX +

ambience, already mixed — a radio-drama scene, not a single voice track. Use it

to build a soundtrack for footage you'll assemble in post, or scene audio that

has no video at all.

When to choose it — decision table

| You need | Use | Why |

|----------|-----|-----|

| A whole scene's soundtrack: several speakers + music + SFX + ambience, mixed in one pass | Seed Audio 1.0 (seed_audio) | One-pass scene audio; script-style prompt drives the whole mix |

| One clean voice track (narration, single-speaker VO) | text2speech_v2 (pick an engine) | Single-voice TTS — simpler, engine-selectable |

| Sound baked into the generated video, synced to on-screen action and lips | Seedance generate_audio (in-video) | Native joint generation — audio and visuals in the same pass (see § Audio as a Conditioning Input) |

Verified surface [OFFICIAL — model spec 2026-08-01]

Model id seed_audio (output_type audio). Parameters:

| Param | Range / options | Default |

|-------|-----------------|---------|

| format | wav / mp3 / pcm / ogg_opus | wav |

| sample_rate | 8000–48000 Hz | 24000 |

| speech_rate | −50..100 | 0 |

| loudness_rate | −50..100 | 0 |

| pitch_rate | −12..+12 | 0 |

| voice_type + voice_id | preset \| element — must travel together | none |

Media roles: image_references + audio_references. Per the fal schema: up to

3 reference audio clips (each ≤30s, ≤10MB) XOR one image reference

image and audio refs cannot combine. Reference audio inputs in the prompt by

load order: @Audio1, @Audio2, @Audio3.

Script-format prompting [EMPIRICAL — community guides, NOT official docs]

Everything in this subsection is community-converged practice, not spec — treat

as a starting point, not a guarantee. Write the prompt as a **radio-drama

script**:

  • Open with a scene header: [Scene: busy coffee shop, morning]
  • Speaker labels with emotion parentheticals: Host (warm, upbeat): "…"
  • Inline sound cues where they happen: [sound: espresso machine, soft jazz fades in]
  • Music by mood, not genre: "soft piano builds to triumphant orchestra", not "cinematic score"
  • ~4 distinct speakers is the reliable ceiling
  • Test 20s segments before scaling toward the ~2-minute cap
  • Output WAV (format: wav) when the audio is headed for post

Compact worked example:

[Scene: rain-soaked night market, closing time]
Vendor (tired, warm): "Last skewers — half price, take them."
Girl (excited): "Two! No — three!"
[sound: rain drumming on tarp canopy, a scooter passing in the distance]
Vendor (chuckling): "Three it is. Careful, they're hot."
[sound: coins dropped on a metal tray, charcoal hiss]
Music: a lonely muted trumpet fades in under the rain, wistful but hopeful.

Standalone Audio tab — tool catalog (2026-08-01 snapshot)

The live standalone-audio catalog, reconciled against the models_explore

snapshot of 2026-08-01 (../../specs/models_explore_snapshot_audio_2026-08-01.json;

generated table: ../../specs/AUDIO-MODEL-SPECS.md, machine twin

../../specs/audio-model-specs.json — regenerate with python3 scripts/sync_specs.py --type audio).

The Audio tab's UI tools — Voiceover (text → speech), Change Voice (swap a

voice in any video), Translation (translate speech in any video) — sit on top

of these models:

| Model id | Name | What it does | Availability |

|----------|------|--------------|--------------|

| seed_audio | Seed Audio 1.0 (ByteDance) | One-pass whole-scene audio: dialogue + music + SFX + ambience (§ above) | General |

| qwen_audio_tts | Qwen Audio 3.0 TTS Flash (Alibaba) | Expressive TTS: natural-language instruction for emotion/dialect/speed, preset or cloned reference-element voices, 13 language hints | General *(NEW 2026-08-01)* |

| text2speech_v2 | Text to Speech V2 | Single-voice TTS; engine via variant: elevenlabs, minimax, seed_speech, vibe_voice, cozy_voice *(NEW)*; preset or reference-element voices (voice_type + voice_id) | General |

| sonilo_music | Sonilo Music (FAL) | Text-to-music with controllable duration | Game pipeline only |

| mirelo_text_to_audio | Mirelo Text to Audio (FAL) | Text-to-audio SFX with controllable duration | Game pipeline only |

| inworld_text_to_speech | Inworld TTS (FAL) | Preset-voice TTS, ~110 voices across en/zh/ja/ko/es/fr/de/ru/… | Game pipeline only |

Engine picks within text2speech_v2: seed_speech when the deliverable is

multilingual voiceover/narration; elevenlabs (Eleven v3) when fine

emotional/tone control matters; vibe_voice for long-form narration. These

are standalone audio generators — distinct from the native joint audio baked

into Kling 3.0 / Seedance 2.0 / Veo during video generation. (Catalog reflects

the 2026-08-01 snapshot; verify live before quoting pricing or availability.)

Post-generation voice-over — Supercomputer workflow [DEMO]

A post-generation alternative to prompting audio at all: upload the **finished

clip** to Supercomputer and ask for an analyzed voice-over (e.g. "Analyze the

video and create a voiceover for it in the style of wildlife documentaries") —

the agent analyzes the footage, writes a script, and offers voices to pick from.

Shown working in Higgsfield's Seedance-4K tutorial; useful when the visuals are

already locked and only narration is missing.


  • higgsfield-seedance-vfx — Footage transforms whose payoff is a camera move synced to a spoken line (crash-zoom / push-in), or preserving the source talk track through a transform (SFX and source dialogue only); see ../higgsfield-seedance-vfx/references/dialogue-timing.md
  • higgsfield-models — Which models support native audio
  • higgsfield-troubleshoot — Audio failure diagnosis
  • higgsfield-cinema — Cinema Studio audio workflow with Kling 3.0
  • higgsfield-vibe-motion — Motion graphics with audio (different from AI-generated audio)

How to use it

Copy the folder

Take osidemedia/higgsfield-audio from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.