--- name: suggest-sfx description: 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). --- # suggest-sfx — the SFX pass 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. ## Inputs (read these first, every session) - **`brand.md` §7 (Sound design)** — the SFX taste contract: subtlety, density, palette, levels, sync, signature motifs, source policy. Non-negotiable. - **`shorts/short-N-/beats.json`** — the beats and REAL per-word voice times (written back by `gen_voice.py`). Sync cues to these words (a pop on "boom", a chime on "free"). - **The shot source** `remotion/src/shots/short-N/*.tsx` — the INTERNAL animation frames are where the 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. ## The library (`media/library/sfx/`) — the durable asset - `palette.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-cue `gain_db` is perceptually meaningful. - **Library-first, always.** Reuse an existing clip before generating. Name/tag clips GENERICALLY (`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. ## Workflow 1. **Read** brand §7 + beats.json + the shot source + catalog. Pull exact cue times: for each candidate beat, find the visual moment's local frame in the shot and/or the narration word, and convert to global seconds. 2. **Decide taste with the user up front** if unsettled (present-ness, density, which kinds, source) — then apply brand §7. Don't re-ask settled decisions. 3. **Propose the cue list — function-first.** For each beat ask what it needs (brand §7): **motion** (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. 4. **Library-first sourcing.** For each distinct sound the plan needs, reuse a catalog clip if one 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. 5. **Author `shorts/short-N-/sfx-plan.json`** — one event per cue, `at_s` in global seconds. (Schema below.) 6. **USER-AUDIT GATE (hard).** Present the resolved cue sheet (`python tools/mix_sfx.py --print`) and get the user's approval/notes BEFORE mixing. 7. **Mix the audition preview** once approved: `python tools/mix_sfx.py shorts/short-N-/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. - **Verify audibility with numbers, not hope.** After mixing, RMS-diff the mixed audio vs the 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. - **Transient-clip gain gotcha.** Short percussive clips (knock/stamp/keys/snap) hit the −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. - **SHORTS calibration.** Under a short's near-continuous narration (~2.7 w/s, few gaps) a 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. - **Cues that sit fully UNDER continuous speech never measure — accept felt-not-heard or cut 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). - **Measure transients with tight windows.** RMS over 0.6s dilutes a 50 ms click to nothing and 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). - **A noisy TEXTURE cannot be fixed by gain.** Static/glitchy/hummy clips read as NOISE over 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". 8. **Save back.** New clips stay in the library + catalog (they carry to the next video). Update `used_in`. ## sfx-plan.json (the source of truth) ```jsonc { "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-/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 SHORTS calibration above for starting values. - `optional: true` — deniable texture; `mix_sfx.py --no-optional` drops it. Use it liberally so the audit is about the core set. - `cue` / `note` — human-readable anchor (the exact frame/word) so the audit is legible. ## Tooling quick reference - Grow the library: `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`. - Print the cue sheet (the audit artifact): `python tools/mix_sfx.py --print [--no-optional]`. - Mix: `python tools/mix_sfx.py [--no-optional] [--no-duck] [--end S] [--out path]`. ## Principles (the house style — apply them) - **Under the voice, always.** SFX are seasoning; the voice is the show. Duck them, keep them quiet, never let one peak above the narration. Silence is part of the mix. - **Key transitions & reveals only** — plus the diegetic action sounds that ARE a synthetic short's content (piece thocks, digit pops). Everything past that is `optional`. - **Sync to the visual beat AND the word.** A click exactly on the toggle flip; a pop exactly on the reveal. Off-by-100ms reads as sloppy — use real frame/word times. - **Reusable-first.** Generic names + tags so the library compounds across videos. Reuse before you generate. The library is the deliverable that outlives this video. - **Function over vibe.** Pick the sound by its job — motion/tension/emphasis/snap (brand §7) — 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. - **Layer the big moments, keep the rest single.** Build-and-drop (riser→impact, whoosh→pop) is where SFX earn their keep — but only on the 2–3 hero beats. - **Take structure, not drama.** Calm/premium: no cymbal-urgency risers, no trailer slams, no whoosh on every move. - **Audit before mixing.** The user reads and approves `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.