sound-design-foley

Direct Foley, sound effects, ambience, and emotional sound design for generated media.

123|21|Updated Jul 11, 2026
One-click install
npx skills add https://github.com/calesthio/generative-media-skills --skill sound-design-foley
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: sound-design-foley
Source: https://github.com/calesthio/generative-media-skills/tree/main/skills/production/audio-craft/sound-design-foley
Command: npx skills add https://github.com/calesthio/generative-media-skills --skill sound-design-foley

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill solves the problem of generic, poorly synchronized, or unsafe audio in generated media by turning visual actions and narrative beats into purposeful Foley, sound effects, ambience, UI audio, and emotional sound design.

Core Features & Use Cases

  • Spotting and Prioritization: Build timecoded sound plans that identify sync requirements, perspective, materials, emotional purpose, and intentional silence.
  • Sound Creation and Direction: Plan Foley, impacts, transitions, ambience, designed effects, product audio, UI palettes, and provider-independent generation prompts with clear layer and stem requirements.
  • Production Handoff and QA: Manage provenance and licensing, preserve editable stems, protect dialogue intelligibility, measure loudness and true peak in context, and caption meaningful non-speech sounds.
  • Use Case: Create a premium product launch video with precise hinge and magnetic-close Foley, restrained UI cues, atmospheric transitions, a separate effects stem, rights documentation, and a final playback and accessibility review.

Quick Start

Use the sound-design-foley skill to create a timecoded sound plan, generation prompts, rights ledger, stem handoff, and QA checklist for the attached video.

Frequently Asked Questions about sound-design-foley

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a timecoded sound plan for video post-production?

A timecoded sound plan identifies sync requirements, perspective, materials, emotional purpose, and intentional silence. It directs the creation of purposeful Foley, ambience, and sound effects by translating visual actions and narrative beats into a structured spotting sheet for generated media.

What is the best way to generate Foley and sound effects for generated media?

Generating Foley for generated media involves building provider-independent prompts and layered stem requirements. It directs the creation of material-specific, perspective-aware audio impacts, transitions, and UI palettes that match the visual actions on screen.

How do I manage audio provenance and loudness QA for video sound design?

Audio loudness QA and provenance management involve preserving editable stems, documenting rights, and measuring platform-aware loudness and true peak in context. It protects dialogue intelligibility and ensures the final audio meets safety controls and playback standards.

Can I use this sound design approach for UI demonstrations and product launch videos?

Yes, this sound design approach applies to UI demonstrations, product launch videos, games, and animation. It creates precise Foley like magnetic-close hinges, restrained UI cues, and atmospheric transitions while maintaining separate effects stems and rights documentation.

Why does my generated video have poorly synchronized audio?

Poorly synchronized audio in generated media occurs when sound lacks intentional spotting and perspective planning. Building a timecoded sound plan that maps sync requirements and material-specific Foley to visual actions solves this generic audio problem.

How do I caption meaningful non-speech sounds for accessibility?

Captioning meaningful non-speech sounds involves identifying intentional audio cues and ambience during the spotting phase. It ensures the final production handoff includes accessibility checks for dialogue intelligibility and captions synchronized with the sound design.