agentleFS
scrollmarkscrollmark/social-skills/skills/editor-sfx-sparse/SKILL.md

editor-sfx-sparse

Skill19 starsChanged 29 days agoMITView on GitHub

Use when something arrives on screen in a Scrollmark editor video (B-roll in, a title, a punch line the user wants hit) or the user asks for sound design. Not for speech-only recuts or interviews, and never a whoosh per cut.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Do not: one whoosh per keep-range join.

    line 30
  2. Very specific:

    When the picture needs this class, search as below and import this remoteId if it appears.

    line 34

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Editor SFX Sparse

Requires

A running Scrollmark editor whose commands you can call: the SocialGPT editor chat, or scrollmark mcp from @scrollmark/cli for a coding agent. Search and import go through the editor's Freesound catalog. Without it, the when-to-use rules and the class table still guide sparse sound design by hand.

When

Load only when something is arriving (B-roll in, a title, a punch they asked to hit) or they asked for sound design. Speech-only recuts and interviews: do not place SFX.

Search and place

media_searchCatalog providerId: "freesound", kind: "audio". Pass sfxRole only for chip roles: hit whoosh riser reverse glitch foley ambience ui. Do not invent roles (pop click downer stinger drone drop explosion impact are not sfxRole). Extra query tokens AND; do not free-type "cinematic dark whoosh".

A sound the user names (mouse click, cork pop, ding, notification, camera shutter) is sfxRole: "ui" with the name as query ("cork pop"): the role adds no word of its own and only returns sounds of 0.3 s or more, long enough to hear over a voice.

Import a remoteId from that search and place it at the timeline second of the event in the same plan: media.importFromCatalog with "as": "$hit", then timeline.addMediaClip with mediaId: "$hit" and "as": "$sfx", then element.setParams with elementId: "$sfx" and params: { "volumePercent": 90 } (80–100; a one-shot under a voice needs 100, and louder is volume in dB). Keep hits short, but not shorter than 0.3 s: a 0.15 s click disappears under speech.

Check that it can be heard

You cannot listen, and a clip on the timeline is not a sound anyone hears. The plan result lists each short sound it placed under sounds, with a verdict (clear, quiet, buried, too short, unmeasured) and its marginDb over what plays under it; audio.measureSounds (through editor_read) measures any of them later. Fix every one that is not clear in the follow-up plan: too short → search again and swap in a longer sound; quiet or buried → make it louder than its file with volume in dB (+6 is about twice as loud, up to +20; volumePercent stops at 100, its file's own level), and if it still is not clear, a punchier sound, or move it a little off the spoken word into a pause. unmeasured means a clip under it could not be mixed (its unmeasured says which): you do not know whether it can be heard, so say that, and do not call it audible. Then say which sounds you changed and what the check reads now.

When the user says they can't hear a sound: measure it first (audio.measureSounds on those clips), tell them what it found ("the click is 0.16 s and 20 dB under your voice"), change what it shows is wrong, and measure again. Never reply that it is fixed after only moving clips or placing the same files again, and never give a cause the tool results do not show.

Do not: one whoosh per keep-range join; SFX on every word caption; a second bed via ambience or drone.

Pinned defaults

When the picture needs this class, search as below and import this remoteId if it appears. If it does not, search again with the extra tokens. Do not invent a URL.

ClassSearchExtraremoteIdLicense
Cut / B-roll insfxRole: whoosh durationClass: shortswosh or air60030CC0
Build into a reveal (peak within ~2–3s)sfxRole: riser durationClass: phrasegrain561207CC0
Settle / power-down after a peakquery machine power down (no role)—422829CC-BY GameDevC (credit)
Rewind only if the picture earns itsfxRole: reverse durationClass: shorttape rewind679970CC0
Digital stutter / picture jump only if the picture earns itsfxRole: glitch durationClass: transientmassive237607CC0

Glitch is not a record scratch. Analog rewind is the reverse pin.

Agent picks (no default file)

Match the picture. Skip if it does not earn it. Tighten later.

ClassWhenSearch
hitPunch word, title slam, joke landsfxRole: hit transient
impactSame family as hit; heavier bodysfxRole: hit + impact
stingerTitle, logo, bumper, or they asked to sting a beat. Not a whoosh or hitchips off: logo/title → logo; outro → outro stinger; else stinger (~1–3s)
droneThey asked for a tonal bed/hum. Never a second bed. Not room airchips off drone (or ambience + drone), ~8–16s
foleyPicture shows the action (step, cloth, door). Skip talking-head with no object motion. Not a designed hit/whooshsfxRole: foley short + footstep / cloth / door (+ surface)
ambienceRoom tone only if they asked. Never a music bedsfxRole: ambience phrase + place (roomtone, park, wind)
uiOn-screen tap, click, pop, ding or notificationsfxRole: ui + the sound's name (mouse click, cork pop, ding)
dropBeat drop they asked for. Not downer, not explosionchips off drop
explosionPicture explodes or they askedsfxRole: hit + explosion

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