suggest-sfx — the SFX pass
SkillMediaStep 4 of the AI Video Editor pipeline — the SFX pass. Analyze a video'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 video-N preview in this repo. Covers reading timeline + edited-transcript + brand §10, 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). Not the music bed (that is the final-mix step) and not the visual beats (that is /make-tsx).
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the suggest-sfx — the SFX pass skill
What this skill tells your AI
The instructions your AI receives, as published by hassancs91/claude-youtube-editor in .claude/skills/suggest-sfx/SKILL.md and read by ahel’s review.
Step 4 of the pipeline: take a video with its master cut + baked visual beats 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.
Same shape as the rest of the pipeline: 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 §10 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§10 (Sound design) — the SFX taste contract: subtlety, density, palette, levels, sync, signature motifs, source policy. Non-negotiable.videos/video-N/work/timeline.json— the shots and their master spans +type(cutaway/overlay). The cut-in/out boundaries are your transition (whoosh) candidates.videos/video-N/work/edited-transcript.json— word-level times (ms) in the MASTER timeline. Sync cues to these words (a pop on "boom", a chime on "free").- The shot sources
remotion/src/shots/video-N/*.tsx— the INTERNAL animation frames are where the real visual beats are (toggle flip, image reveal, page flip, badge pop). Read the shot, convert its local frame to master time:at_s = shot.master_in_s + local_frame / shot.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
media/library/sfx/palette.json— generation recipes: generic, reusable sound ids + prompts + duration + tags. The source of truth for what the library SHOULD contain.media/library/sfx/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 bygen_sfx.py.media/library/sfx/clips/*.mp3— loudness-normalized clips (~−20 LUFS, −1.5 dBFS ceiling) so a plan's per-cuegain_dbis 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 topalette.jsonand generated. (SFX that must live INSIDE a Remotion shot instead go inmedia/library/sfx/viastaticFile().)
Workflow
- Read brand §10 + timeline + transcript + the shot sources + catalog. Pull exact cue times: for each candidate beat, find the visual moment's local frame in the shot and/or the narration word in the transcript, and convert to master seconds.
- Decide taste with the user up front if unsettled (present-ness, density, which kinds, source) — then apply brand §10. Don't re-ask settled decisions.
- Propose the cue list — function-first. For each beat ask what it needs (brand §10): 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/ adjacentat_sthat sum. Sync each cue to the VISUAL beat and often the exact word. - 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.jsonand generate:python tools/gen_sfx.py(ElevenLabs Sound Effects API → normalized clip → catalog). Fall back to curated royalty-free only where generation is weak; recordsource+licenseeither way. - Author
videos/video-N/work/sfx-plan.json— one event per cue,at_son the MASTER timeline. (Schema below.) - 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. This is the same gate as cuts.json / the edit plan. - Mix the audition preview once approved:
python tools/mix_sfx.py videos/video-N/work/sfx-plan.json→videos/video-N/output/video-N-first60-sfx.mp4(or the plan'srender.out). Mix over any composited version with--preview <file>. 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 knocks hide in the cue sheet alone — 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_dbmust be ~3–5 dB higher than the brand §10 table implies (percussive knocks/ stamps landed at 0..+1). The audibility check above is what surfaces this. - Short-form calibration. Under a short's near-continuous narration (~2.7 w/s, few gaps) the brand §10 gain table is 4–8 dB too quiet across the board — the duck + voice masking eat everything. Short-form landed at: transitions/whooshes −3, story pops/impacts 0..+3, stamps/snaps 0..+7, layered-hero risers 0..+2. Start a short's plan there, not at the long-form table.
- Cues that sit fully UNDER continuous speech never measure — accept felt-not-heard or cut them. Short-form click-sequences measured +0 dB at ANY gain (pushed to +9 experimentally: identical) — the sidechain duck suppresses quiet clips the whole time the voice is active. 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 (a click "measured" +9.8 because a chime 0.17s later shared its window). Use ~0.3s windows for snap/pop/zap/stamp, and measure a riser at its final third (its energy is at the END).
- Character beats level — a noisy TEXTURE cannot be fixed by gain (rejected twice in testing). 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 §10 "no static/glitch textures under narration".
- Save back. New clips stay in the library + catalog (they carry to the next video). Update
used_in. A security/tech-themed set (knock-solid, glitch-zap, scan-hum, trap-snap, stamp-hit, keys-typing-soft) is library-first reusable for future videos.
sfx-plan.json (the source of truth)
{
"master": "videos/video-1/reference/master.mp4", "master_fps": 60,
"catalog": "media/library/sfx/catalog.json",
"render": {
"preview": "videos/video-1/output/video-1-preview.mp4", // the composited preview to mix over
"out": "videos/video-1/output/video-1-first60-sfx.mp4",
"end_s": 60, "duck": true
},
"events": [
{ "at_s": 2.55, "sfx_id": "ui-toggle-on", "gain_db": -13, "shot": "IntroClaudeCode",
"cue": "Free Image Generator toggle flips ON (local f66-82)", "note": "signature click" },
{ "at_s": 13.03, "sfx_id": "ui-click-soft", "gain_db": -18, "optional": true, "cue": "card locks" }
]
}
at_s— MASTER-timeline seconds (same clock as timeline.json / edited-transcript.json).gain_db— dB relative to the clip's normalized level (lower = quieter). Brand §10: −12 to −18.optional: true— deniable texture;mix_sfx.py --no-optionaldrops 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].--renormre-balances existing clips to the loudness target (no API/billing). NeedsELEVENLABS_API_KEY. - 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]. - Scratch renders/samples go in the scratchpad, not the project.
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. Score the signature moment of a beat, not every sub-frame. Density
~8–12 cues/min. 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; a whoosh on the cutaway. 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 §10) — 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 (the toggle click recurs).
- 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. Everywhere else, one sound, and silence between.
- Take structure, not drama. We use the pro-editor model but stay calm/premium: no cymbal-urgency risers, no trailer slams, no whoosh on every move.
- Audit before mixing. The user reads and approves
sfx-plan.jsonfirst. Non-negotiable. - Not music. No music bed here — that is the final-mix step (track + auto-ducking + final loudness).
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. Update brand.md §10 / memory if a taste decision changed.
Signals
- GitHub stars
- 303
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- Last commit
- Aug 2026
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suggest-sfx-hassancs91- Source
- github.com/hassancs91/claude-youtube-editor