library/specializations/domains/social-sciences-humanities/arts-culture/film-tv-production/skills/sound-design-direction/SKILL.md
Create comprehensive audio design including music cues, sound effects, Foley, and score direction
npx skillsauth add a5c-ai/babysitter sound-design-directionInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Design comprehensive audio landscapes that enhance storytelling. Sound is 50% of the film experience—music, effects, dialogue, and silence all shape emotion and meaning.
DIALOGUE
├── Production dialogue
├── ADR (additional dialogue)
├── Voice-over
└── Walla (crowd murmur)
SOUND EFFECTS
├── Hard effects (impacts, doors)
├── Backgrounds (ambience)
├── Foley (character movement)
└── Designed sounds (stylized)
MUSIC
├── Score (composed)
├── Source (diegetic)
└── Songs (licensed)
| Approach | Description | Films | |----------|-------------|-------| | Naturalistic | Realistic, grounded | Drama, indie | | Hyperreal | Enhanced reality | Action, thriller | | Stylized | Artistic, expressive | Sci-fi, horror | | Minimal | Sparse, impactful | Art house |
DIEGETIC (source in story world):
- Characters can hear it
- Radio, TV, live music
- Environmental sounds
- Dialogue
NON-DIEGETIC (outside story world):
- Characters can't hear it
- Score
- Voice-over (sometimes)
- Sound design elements
## Music Cue [M##]
### Identification
- **Scene:** [Number]
- **Cue Name:** [Descriptive title]
- **Timecode In:** [HH:MM:SS:FF]
- **Timecode Out:** [HH:MM:SS:FF]
- **Duration:** [MM:SS]
### Type
- [ ] Score
- [ ] Source music
- [ ] Song/Licensed
### Direction
- **Mood:** [Emotional direction]
- **Tempo:** [BPM or feel]
- **Instrumentation:** [Key instruments]
- **Dynamic Arc:** [How it builds/changes]
### Sync Points
- [Timecode]: [What happens musically]
- [Timecode]: [What happens musically]
### Transitions
- **In:** [How music enters]
- **Out:** [How music exits]
### Reference
- **Temp Track:** [If applicable]
- **Similar To:** [Reference tracks]
### AI Music Prompt (Suno/Udio)
[Prompt for AI generation]
Start Music:
End Music:
## Scene [##] Sound Design
### Ambience/Backgrounds
- **Primary Bed:** [Main environmental sound]
- **Layers:**
- [Additional ambient element]
- [Additional ambient element]
- **Intensity:** [1-10]
### Hard Effects
| Timecode | Effect | Description | Priority |
|----------|--------|-------------|----------|
| 00:00:00 | [SFX] | [Details] | [Hi/Med/Lo] |
### Foley Requirements
- **Footsteps:** [Surface type]
- **Cloth:** [Material, intensity]
- **Props:** [Items handled]
### Designed Sounds
| Timecode | Sound | Description | Style |
|----------|-------|-------------|-------|
| 00:00:00 | [Name] | [What it is] | [Realistic/Stylized] |
### Silence
- [Timecode]: [Purpose of silence]
### Special Treatment
- [ ] Slow motion audio
- [ ] POV/Subjective sound
- [ ] Flashback treatment
- [ ] Underwater/muffled
| Emotion | Sound Approach | |---------|----------------| | Fear | Low frequency rumble, unexpected stingers | | Tension | High-pitched tone, silence, breath | | Joy | Bright, clear, musical | | Sadness | Sparse, echo, minor keys | | Anger | Hard impacts, distortion, chaos | | Love | Warmth, softness, intimacy |
Create recurring audio motifs:
Character themes (musical)
Location sounds (environmental)
Object sounds (associated with items)
Emotional triggers (sound = feeling)
## Musical Themes
### Main Theme
- **Association:** [Character/concept]
- **Mood:** [Emotional quality]
- **Instrumentation:** [Core instruments]
- **Motif:** [Melodic description]
- **Usage:** [When it appears]
### Secondary Themes
[Same structure for each theme]
### Theme Transformations
- [Context]: [How theme changes]
- [Context]: [How theme changes]
## Score Direction
### Overall Approach
- **Genre:** [Orchestral, electronic, hybrid]
- **Era Feel:** [Contemporary, classical, retro]
- **Emotional Range:** [Intimate to epic]
### Instrumentation Palette
- Primary: [Main instruments]
- Secondary: [Supporting instruments]
- Special: [Unique elements]
### References
- [Film score reference 1]
- [Film score reference 2]
- [Non-film reference]
### Avoid
- [What doesn't fit]
Dialogue is almost always priority:
Dialogue first
Music ducks for important lines
Effects support, don't compete
Quiet moments → space for intimacy
Loud moments → impact through contrast
Build gradually → sustain anticipation
Sudden change → shock and surprise
| Cue | Scene | In | Out | Duration | Type | Notes |
|-----|-------|-----|-----|----------|------|-------|
| M1 | 1 | ... | ... | 0:45 | Score| Opening |
| Scene | Ambience | Key SFX | Foley | Special |
|-------|----------|---------|-------|---------|
| 1 | City | Cars | Walk | None |
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