Agent skill

Sound Effects Planner for Shorts

by hassancs91 in hassancs91/claude-faceless-shorts-creator

Proposes beat-synced sound effects for a rendered short from a reusable library, then mixes an audition preview under the voice once you approve the plan.

MITAuto-check: notesMedia & Creative

Install Sound Effects Planner for Shorts

skills CLI
$ npx skills add hassancs91/claude-faceless-shorts-creator --skill suggest-sfx -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hassancs91/claude-faceless-shorts-creator suggest-sfx --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/hassancs91/claude-faceless-shorts-creator.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/suggest-sfx .claude/skills/suggest-sfx && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
suggest-sfx
GitHub stars
271
Token cost
~2.6k tokens
SKILL.md length
1,240 words
Files
1
Skills in repo
5
Repo updated
First seen
Licence
MIT

At a glance

Proposes beat-synced sound effects for a rendered short from a reusable library, then mixes an audition preview under the voice once you approve the plan.

  • Works in 8 steps: Read brand §7 + beats.json + the shot… → Decide taste with the user up front if… → Propose the cue list — function-first.… → …
  • Adding sound effects to a finished, voiced short
  • SKILL.md covers Inputs (read these first,…, The library…, Workflow and sfx-plan.json (the source of…, plus 2 more sections
  • Calls python; needs ELEVENLABS_API_KEY

What it does

The skill takes a voiced, rendered short and works through it beat by beat, proposing sound effects timed to the narration and to the animation on screen. It reads the project's brand file for the sound-design rules, the beats file with real per-word voice times, and the shot source code, so each cue lands on the exact frame where something pops, stamps or lands.

A plan file, sfx-plan.json, is the source of truth, and tools/mix_sfx.py turns it into a mix with light ducking of the voice. Clips come from a shared library under media/library/sfx/ that has a catalog and a palette of generation recipes. Existing clips are reused first, and only sounds that are truly missing are generated with the ElevenLabs Sound Effects API. Nothing is mixed until you have audited the plan, and the intended style is calm and felt rather than heard.

When your agent uses it

  • Adding sound effects to a finished, voiced short
  • Scoring scene transitions and animation beats with subtle cues
  • Growing the shared sound library with a new, generically named clip
  • Auditing an existing sfx-plan before it gets mixed

Example prompts

  • “Suggest SFX for short 3 and show me the plan before anything gets mixed.”
  • “Score the transitions in this short with soft whooshes and put a chime on the word free.”
  • “Check whether the library already has a toggle sound before generating a new one.”
  • “Mix the approved SFX over the rendered short with light voice ducking and give me a preview.”

Requirements

  • A faceless-shorts project with brand.md, beats.json and Remotion shot files
  • Python to run tools/mix_sfx.py
  • Access to the ElevenLabs Sound Effects API for generating missing clips

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Read brand §7 + beats.json + the shot source + catalog. Pull exact cue times: for each
  2. Decide taste with the user up front if unsettled (present-ness, density, which kinds,
  3. Propose the cue list — function-first. For each beat ask what it needs (brand §7): motion
  4. Library-first sourcing. For each distinct sound the plan needs, reuse a catalog clip if one
  5. Author shorts/short-N-/sfx-plan.json — one event per cue, at_s in global seconds.
  6. USER-AUDIT GATE (hard). Present the resolved cue sheet
  7. Mix the audition preview once approved: python tools/mix_sfx.py shorts/short-N-/sfx-plan.json
  8. Save back. New clips stay in the library + catalog (they carry to the next video). Update

What it can do on your machine

Read from SKILL.md and the folder at commit 773054b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • python

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names these keys or tokens, usually read from environment variables:

    • ELEVENLABS_API_KEY

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Sound Effects Planner for Shorts loads about 2.6k tokens when it runs. Until then it costs about 180 tokens; SKILL.md has 1,240 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~180
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check: notes

The automated check noted patterns worth knowing about, such as sudo or a known installer.

  • NoteMentions a .env fileSKILL.md:125
    `ELEVENLABS_API_KEY` in `.env`.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from hassancs91/claude-faceless-shorts-creator at commit 773054b, republished under its MIT licence (© hassancs91). 1,240 words, ~2,579 tokens.

Download SKILL.mdSave it as .claude/skills/suggest-sfx/SKILL.md (or your agent's skills folder).
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-<niche>/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-<niche>/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 <plan> --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-<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.
    • 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.
Show full SKILL.md (350 more words)Show less

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-<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 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 <plan> --print [--no-optional].
  • Mix: python tools/mix_sfx.py <plan> [--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.

© hassancs91, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/suggest-sfx of hassancs91/claude-faceless-shorts-creator.

Open the folder on GitHubat commit 773054b

Compare with similar skills

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Questions about Sound Effects Planner for Shorts

What does Sound Effects Planner for Shorts do?

Proposes beat-synced sound effects for a rendered short from a reusable library, then mixes an audition preview under the voice once you approve the plan. The skill takes a voiced, rendered short and works through it beat by beat, proposing sound effects timed to the narration and to the animation on screen. It reads the project's brand file for the sound-design rules, the beats file with real per-word voice times, and the shot source code, so each cue lands on the exact frame where something pops, stamps or lands.

When should I use Sound Effects Planner for Shorts?

Sound Effects Planner for Shorts fits situations like: adding sound effects to a finished, voiced short; scoring scene transitions and animation beats with subtle cues; growing the shared sound library with a new, generically named clip; auditing an existing sfx-plan before it gets mixed.

How do I install Sound Effects Planner for Shorts in Claude Code?

Run `npx skills add hassancs91/claude-faceless-shorts-creator --skill suggest-sfx -a claude-code`. Or copy the skill folder (.claude/skills/suggest-sfx in hassancs91/claude-faceless-shorts-creator) into .claude/skills/suggest-sfx in your project. Claude Code loads it when a task matches its description.

How do I install Sound Effects Planner for Shorts in Codex?

Run `npx skills add hassancs91/claude-faceless-shorts-creator --skill suggest-sfx -a codex`. Or copy the skill folder (.claude/skills/suggest-sfx in hassancs91/claude-faceless-shorts-creator) into .agents/skills/suggest-sfx in your project. Codex loads it when a task matches its description.

Can I use Sound Effects Planner for Shorts in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hassancs91/claude-faceless-shorts-creator --skill suggest-sfx -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/suggest-sfx, .gemini/skills/suggest-sfx, .github/skills/suggest-sfx and .opencode/skills/suggest-sfx in your project.

What does Sound Effects Planner for Shorts need to run?

Going by SKILL.md and its folder, Sound Effects Planner for Shorts needs the command-line tools its instructions call (python) and credentials named ELEVENLABS_API_KEY. Our summary lists: A faceless-shorts project with brand.md, beats.json and Remotion shot files; Python to run tools/mix_sfx.py; Access to the ElevenLabs Sound Effects API for generating missing clips.

Does Sound Effects Planner for Shorts access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Sound Effects Planner for Shorts safe to install?

Our automated static check of SKILL.md found notes only (mentions a .env file), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.

What licence does Sound Effects Planner for Shorts use?

Sound Effects Planner for Shorts is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Sound Effects Planner for Shorts use?

About 2.6k tokens (SKILL.md is roughly 10k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Sound Effects Planner for Shorts?

Skills that share tags, products or a category with Sound Effects Planner for Shorts: Suggest Sfx (hassancs91/claude-youtube-editor, 328 stars), FFmpeg for Video Production (digitalsamba/claude-code-video-toolkit, 2.2k stars), Super Video Maker (Bomx/super-video-maker-skill, 310 stars) and Remotion Production (DojoCodingLabs/remotion-superpowers, 132 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Sound Effects Planner for Shorts?

hassancs91 (a GitHub user) maintains it in hassancs91/claude-faceless-shorts-creator, which has 271 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on August 18, 2026.

Source: hassancs91/claude-faceless-shorts-creator on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.