Skip to content
Back to skills

Launch Sound

ASecurity

Tool manual under launch-film (the sound palette, the event map, the cue sheet and generated sound kits). Design the sound effects of a launch film. Builds an event map from the storyboard, the voice-over word timings and the rendered timeline, voices every event from 1 consistent palette (the free synthesised, key-locked forge, or real glass, felt, wood, marimba, clicks and air generated on Higgsfield and pitched into the film's key), and renders 1 SFX stem in a shared acoustic space. Use on...

  • 11 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 20, 2026
ai-agentspythongonode

Works with

  • cursor
  • cli

Security analysis

A100/100

Pro scans all 7 files and shows the line behind each finding

Scanned October 20, 2026

npx -y skills add timscheuerai/launch-video-kit --skill launch-sound --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Launch Sound?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Launch Sound
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/timscheuerai-launch-sound/badge)](https://www.skillsdirectory.com/skills/timscheuerai-launch-sound)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: launch-sound
description: Tool manual under launch-film (the sound palette, the event map, the cue sheet and generated sound kits). Design the sound effects of a launch film. Builds an event map from the storyboard, the voice-over word timings and the rendered timeline, voices every event from 1 consistent palette (the free synthesised, key-locked forge, or real glass, felt, wood, marimba, clicks and air generated on Higgsfield and pitched into the film's key), and renders 1 SFX stem in a shared acoustic space. Use once picture timing and the score are fixed, for "sound effects", "SFX", "sound design", "UI sounds", "sonic logo".
---

# Launch sound

> Tool manual under `launch-film`. Start at `skills/launch-film/SKILL.md`: it holds the core, the hook-plus-body template and the lessons. Where this page differs, `launch-film` wins.

Sound carries half of a launch film. Strong reference launches never let a visible change pass without a sound: about 4 transients a second under a continuous bed, near silence before the logo. Generic library clicks and whooshes are what make a film sound like a template. This skill replaces them with 1 palette that is the same in every film you make, which is what sonic branding means.

## Your sound identity

Pick 3 or 4 materials that match your brand's world and use only those. The default palette:

- **Glass:** struck glass partials for arrivals, locks and the logo. Tuned to the score's key.
- **Wood and felt:** physical, calm weight under every landing and press.
- **Air:** a quiet moving-air texture for transitions. It never swells or sweeps in pitch.
- **The logo sting:** 6 glass ticks rising through the key, then a low bell. Shape it after your logo if you can (a count, a rise, a landing) and use it on every logo, always the same.

A hardware brand might swap glass for metal; a playful consumer app might add marimba. Whatever you pick, never use stock whooshes, swells or risers, cartoon pops, laser UI blips, trailer booms, or anything from a generic free pack.

## Tools

- **Forge (free):** `skills/launch-sound/scripts/sfx_forge.py`, run with your venv's python (numpy, scipy, soundfile, pedalboard). Seeded synthesis, so the same cue sheet always renders the same stem. `palette OUT_DIR --key A` writes every sound to listen to.
- **Shared space:** the Dragonfly Plate reverb VST3 if installed (`REVERB_VST3` points at it; the default macOS plug-in folder is checked), else pedalboard's built-in reverb. 1 space for every event.
- **Generated kit (Higgsfield, your account):** `python3 skills/launch-sound/scripts/hf_kit.py generate skills/launch-sound/references/kits.example.json film/sfx/kit` runs 1 prompt per material (Seed Audio for hits, Mirelo for air and growth). Each prompt asks for about 6 separated hits; onset slicing turns them into one-shots (`glass-01.wav` ...) and `kit.json` records each hit's length and, for pitched kits, its fundamental. A file cue with `"f0"` and `"degree"` is pitched onto that key degree by `sfx_forge.py`, like a sampler. Re-slice for free with `hf_kit.py slice film/sfx/kit`. About 2 credits a kit, about 20 for all.
- **Textures:** Seed Audio for a real room when the film needs one (a keyboard for a hero typing moment, glass set on wood for a big landing). Quoted 0.4 credits, charged about 1.7 to 2.1 in 2026-09. State the expected total before generating; a handful of clips can run without waiting for approval, a batch over 20 credits waits for a yes. Prompts that worked: `references/seed-audio-prompts.md`.

## In the film template

`film/audio.py` writes the cue sheet from the beat timings for you: a weight on each hero card by its ground, air on each dive, a press on each cursor click, a lock on each chip, a knock per block landing, the switch click, and the logo sting at the end. Set `"sound": {"kit": "sfx/kit", "key": "A"}` in `film/film.json` to voice them with your generated kit instead of the forge. Hook sounds go in the hook's `sfx` list. Change the mapping in `audio.py` when your brand needs a different voice for an event.

## Procedure for a free-form film

1. **Event map.** Read the storyboard, the voice's word times and the picture timing (`npx hyperframes timeline --json` in a HyperFrames project, or the build's timing JSON). List every event: time, what moves, where on screen, weight (light, normal, big).
2. **Key and tempo.** From `score.meta.json` (`launch-score`). Every tonal sound follows the key.
3. **Voice each event** with the table below. Time a cue to the frame the motion lands, not where it starts. Typing starts on the first character. Air centres on the pass.
4. **Write `sfx/cues.json`** (format in the script header). Pan follows screen position: `pan = ((x / 1920) * 2 - 1) * 0.6`.
5. **Textures** when the film needs a real room: a quiet bed under the whole film at -24 to -28 dB. Save to `sfx/textures/<yyyy-mm-dd-hh-mm-ss>-<name>.wav`, place as `{"t": 0, "file": "textures/...", "gain_db": -26, "dur": 20}`.
6. **Render:** `python3 skills/launch-sound/scripts/sfx_forge.py render sfx/cues.json sfx/sfx.wav --key A`. With a kit, rotate through a kit's hits so repeated events never sound cloned: marimba for arrivals climbing the scale, glass for travelling signals, clicks for presses and locks, felt under landings, sub on the big cuts, the sting on the logo.
7. **Check** the stem before mixing: peak about -7 dBFS, no 2 tonal cues within 60 ms unless they form a chord on purpose, density as in `references/density.md`. Then hand it to `launch-mix`.

## Event to sound

| Visual event | Sound | Gain dB | Notes |
|---|---|---|---|
| Cursor press, button press | `press` | -8 | on the frame the button depresses |
| Card, window, node arrives | `arrive` | -9 | step `args.degree` 0, 2, 4 across a sequence so it climbs |
| Typing | `typing` | -13 | `chars` and `cps` match the on-screen typing |
| Connection or edge grows | `grow` | -11 | `args.dur` = draw duration |
| State locks: publish, live, done, check, meeting booked | `lock` | -7 | the film's reward sound; use it for outcomes |
| Big reveal, scale jump | `sub_drop` + `arrive` | -9, -8 | 3 per film at most |
| Transition pass, glass wipe | `air` | -12 | the only transition sound |
| List steps, counters, receipts | `wood_knock`, alternating pan | -11 | |
| Single glint, highlight | `glass_tick` | -12 | |
| Logo | `logo_sting` | -4 | the score drops out about 0.1 s before (`launch-mix` `drop_out`) |

## Quality bar

- Every visible change with weight has a sound; statements and held reads get room.
- The palette is consistent: 1 reverb space, 1 key, no clip from outside it.
- The logo lands in near silence with the sting.
- If a moment needs a sound the palette cannot make, add a new seeded function to `sfx_forge.py` (or a new kit prompt) rather than importing a random clip, and document it here.

## References

- `references/density.md`: measured densities, and how to read the review numbers.
- `references/seed-audio-prompts.md`: texture prompts that work, with costs.
- `references/kits.example.json`: 10 generic kit prompts for `hf_kit.py`.
- `launch-mix` (balance, ducking, master), `launch-score` (key, sections), `launch-review` (the check).

Files in this skill

  • SKILL.md7 KB
  • agents/openai.yaml210 B
  • references/density.md870 B
  • references/kits.example.json3.1 KB
  • references/seed-audio-prompts.md1.8 KB
  • scripts/hf_kit.py6.8 KB
  • scripts/sfx_forge.py14 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.