sound-design-direction
Create comprehensive audio design including music cues, sound effects, Foley, and score direction
Best use case
sound-design-direction is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Create comprehensive audio design including music cues, sound effects, Foley, and score direction
Teams using sound-design-direction should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/sound-design-direction/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How sound-design-direction Compares
| Feature / Agent | sound-design-direction | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Create comprehensive audio design including music cues, sound effects, Foley, and score direction
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Sound Design Direction Skill ## Purpose Design comprehensive audio landscapes that enhance storytelling. Sound is 50% of the film experience—music, effects, dialogue, and silence all shape emotion and meaning. ## Audio Categories ### The Sound Stack ``` 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) ``` ## Sound Design Approach ### Design Philosophy | 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 vs. Non-Diegetic ``` 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 Spotting ### Music Cue Sheet Template ```markdown ## 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] ``` ### When to Use Music **Start Music:** - Emotional shift - Scene transition - Building tension - Montage - Establishing mood **End Music:** - Before important dialogue - For impact through silence - Scene completion - Emotional peak hit ## Sound Effects Design ### Scene Sound Design Template ```markdown ## 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 ``` ## Emotional Sound Design ### Sound and Emotion | 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 | ### Signature Sounds Create recurring audio motifs: ``` Character themes (musical) Location sounds (environmental) Object sounds (associated with items) Emotional triggers (sound = feeling) ``` ## Score Direction ### Theme Development ```markdown ## 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 Style Guide ```markdown ## 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] ``` ## Mix Priorities ### Dialogue Intelligibility Dialogue is almost always priority: ``` Dialogue first Music ducks for important lines Effects support, don't compete ``` ### Dynamic Range ``` Quiet moments → space for intimacy Loud moments → impact through contrast Build gradually → sustain anticipation Sudden change → shock and surprise ``` ## Output Templates ### Music Cue Sheet Summary ```markdown | Cue | Scene | In | Out | Duration | Type | Notes | |-----|-------|-----|-----|----------|------|-------| | M1 | 1 | ... | ... | 0:45 | Score| Opening | ``` ### Sound Design Summary ```markdown | Scene | Ambience | Key SFX | Foley | Special | |-------|----------|---------|-------|---------| | 1 | City | Cars | Walk | None | ``` ## Quality Checklist - [ ] Every scene has ambience - [ ] Dialogue is prioritized - [ ] Music cues are spotted - [ ] Transitions are smooth - [ ] Silence is intentional - [ ] Emotional arc supported - [ ] Themes are consistent - [ ] Mix priorities clear
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