luckiest-co 1.0.19 → 1.0.21
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude-plugin/marketplace.json +1 -1
- package/.claude-plugin/plugin.json +1 -1
- package/commands/status.md +10 -0
- package/hooks/hooks.json +11 -1
- package/hooks/update-notice.mjs +56 -0
- package/package.json +1 -1
- package/skills/luckiest-status/SKILL.md +10 -0
- package/skills/luckiest-video-studio/ATTRIBUTION.md +47 -0
- package/skills/luckiest-video-studio/CHANGELOG.md +64 -0
- package/skills/luckiest-video-studio/LICENSE-brag +21 -0
- package/skills/luckiest-video-studio/LICENSE-diagram-design +21 -0
- package/skills/luckiest-video-studio/LICENSE-motion-graphics +25 -0
- package/skills/luckiest-video-studio/LICENSE-student-kit +32 -0
- package/skills/luckiest-video-studio/LICENSE-student-kit-pipeline +15 -0
- package/skills/luckiest-video-studio/SECURITY.md +74 -0
- package/skills/luckiest-video-studio/SKILL.md +257 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-fan-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-fan-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shuffle.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-5.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-6.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-7.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-8.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/cards-pack-open-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/cards-pack-open-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chip-lay-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chip-lay-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chip-lay-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-6.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-5.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-6.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-grab-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-grab-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-shake-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-shake-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-shake-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-throw-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-throw-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-throw-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_carpet_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_carpet_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_carpet_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactBell_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactBell_heavy_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactBell_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_light_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_medium_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_medium_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMining_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_medium_000.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_medium_002.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_003.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_000.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_medium_000.ogg +0 -0
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# SFX Analysis Summary
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Source: [Kenney](https://kenney.nl/).
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Use this as planning guidance for choosing tasteful SFX. Prefer low/medium high-frequency risk sounds for polished videos; reserve bright/high-risk files for tiny accents, chaotic tones, or deliberate glitches.
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## Signal Guide
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- `brightness`: warm / balanced / bright, based on spectral centroid and high-frequency energy.
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- `highFrequencyRisk`: low / medium / high. High-risk SFX can feel sharp, hissy, clicky, or fatiguing if repeated.
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- `brightBurden`: high-frequency energy weighted by level and duration. This separates sustained glassy ringing from short clicks.
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- `highActiveDuration`: how long bright energy stays active above a useful level.
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- `envelopeShape`: transient / textured / continuous. Continuous bright sounds are more fatiguing than sparse textured sounds.
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- `transient.sharpness`: higher values feel clickier or more percussive.
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- `duration`: short sounds work for UI and typing; longer sounds work for reveals and transitions.
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## Safest General Picks
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- `impact/impactSoft_medium_001.ogg` — 0.18s, warm, low HF risk, transient; use for hard transition, major reveal
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- `impact/impactSoft_medium_004.ogg` — 0.15s, warm, low HF risk, transient; use for hard transition, major reveal
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- `impact/impactSoft_medium_002.ogg` — 0.14s, warm, low HF risk, transient; use for hard transition, major reveal
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- `interface/bong_001.ogg` — 0.12s, warm, low HF risk, textured; use for general accent
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- `impact/impactSoft_medium_003.ogg` — 0.14s, warm, low HF risk, textured; use for hard transition, major reveal
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- `impact/impactSoft_medium_000.ogg` — 0.12s, warm, low HF risk, textured; use for hard transition, major reveal
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- `interface/click_003.ogg` — 0.01s, balanced, low HF risk, continuous; use for button press, selection, simulated user action
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- `interface/click_002.ogg` — 0.01s, balanced, low HF risk, continuous; use for button press, selection, simulated user action
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- `interface/click_005.ogg` — 0.01s, balanced, low HF risk, continuous; use for button press, selection, simulated user action
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- `ui/click2.ogg` — 0.06s, balanced, low HF risk, continuous; use for button press, selection, simulated user action
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+
- `ui/rollover2.ogg` — 0.06s, balanced, low HF risk, continuous; use for general accent
|
|
30
|
+
- `interface/glitch_002.ogg` — 0.03s, bright, low HF risk, continuous; use for chaotic accent, comedic interruption, tiny accent only
|
|
31
|
+
- `impact/impactSoft_heavy_003.ogg` — 0.54s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
32
|
+
- `impact/impactSoft_heavy_004.ogg` — 0.50s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
33
|
+
- `impact/impactSoft_heavy_002.ogg` — 0.57s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
34
|
+
- `impact/impactSoft_heavy_001.ogg` — 0.57s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
35
|
+
- `impact/impactSoft_heavy_000.ogg` — 0.51s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
36
|
+
- `impact/footstep_wood_004.ogg` — 0.25s, warm, medium HF risk, transient; use for general accent
|
|
37
|
+
- `impact/footstep_wood_002.ogg` — 0.25s, warm, medium HF risk, transient; use for general accent
|
|
38
|
+
- `impact/footstep_wood_000.ogg` — 0.25s, warm, medium HF risk, transient; use for general accent
|
|
39
|
+
- `impact/footstep_wood_001.ogg` — 0.25s, warm, medium HF risk, transient; use for general accent
|
|
40
|
+
- `impact/impactWood_medium_003.ogg` — 0.33s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
41
|
+
- `impact/impactWood_medium_001.ogg` — 0.33s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
42
|
+
- `impact/impactWood_medium_000.ogg` — 0.33s, warm, medium HF risk, transient; use for hard transition, major reveal
|
|
43
|
+
|
|
44
|
+
## Lower-Risk Picks By Use Case
|
|
45
|
+
|
|
46
|
+
- button press: `interface/click_003.ogg` (low), `interface/click_002.ogg` (low), `interface/click_005.ogg` (low), `ui/click2.ogg` (low), `interface/click_001.ogg` (medium)
|
|
47
|
+
- selection: `interface/click_003.ogg` (low), `interface/click_002.ogg` (low), `interface/click_005.ogg` (low), `ui/click2.ogg` (low), `interface/click_001.ogg` (medium)
|
|
48
|
+
- toggle: `interface/switch_007.ogg` (medium), `interface/switch_002.ogg` (medium), `interface/switch_006.ogg` (medium), `interface/switch_005.ogg` (medium), `ui/switch11.ogg` (medium)
|
|
49
|
+
- card reveal: `casino/card-slide-1.ogg` (medium), `casino/card-place-1.ogg` (high), `casino/card-fan-2.ogg` (high), `casino/card-slide-8.ogg` (high), `casino/card-slide-3.ogg` (high)
|
|
50
|
+
- swipe: `casino/card-slide-1.ogg` (medium), `casino/card-place-1.ogg` (high), `casino/card-fan-2.ogg` (high), `casino/card-slide-8.ogg` (high), `casino/card-slide-3.ogg` (high)
|
|
51
|
+
- sequential item: `casino/card-slide-1.ogg` (medium), `casino/card-place-1.ogg` (high), `casino/card-fan-2.ogg` (high), `casino/card-slide-8.ogg` (high), `casino/card-slide-3.ogg` (high)
|
|
52
|
+
- panel opening: `casino/cards-pack-open-1.ogg` (high), `casino/cards-pack-open-2.ogg` (high)
|
|
53
|
+
- soft reveal: `casino/cards-pack-open-1.ogg` (high), `casino/cards-pack-open-2.ogg` (high)
|
|
54
|
+
- success: `impact/impactBell_heavy_000.ogg` (medium), `impact/impactBell_heavy_003.ogg` (medium), `impact/impactBell_heavy_004.ogg` (medium)
|
|
55
|
+
- logo payoff: `impact/impactBell_heavy_000.ogg` (medium), `impact/impactBell_heavy_003.ogg` (medium), `impact/impactBell_heavy_004.ogg` (medium)
|
|
56
|
+
- reveal confirmation: `impact/impactBell_heavy_000.ogg` (medium), `impact/impactBell_heavy_003.ogg` (medium), `impact/impactBell_heavy_004.ogg` (medium)
|
|
57
|
+
- major reveal: `impact/impactSoft_medium_001.ogg` (low), `impact/impactSoft_medium_004.ogg` (low), `impact/impactSoft_medium_002.ogg` (low), `impact/impactSoft_medium_003.ogg` (low), `impact/impactSoft_medium_000.ogg` (low)
|
|
58
|
+
- hard transition: `impact/impactSoft_medium_001.ogg` (low), `impact/impactSoft_medium_004.ogg` (low), `impact/impactSoft_medium_002.ogg` (low), `impact/impactSoft_medium_003.ogg` (low), `impact/impactSoft_medium_000.ogg` (low)
|
|
59
|
+
- chaotic accent: `interface/glitch_002.ogg` (low), `interface/error_005.ogg` (medium), `interface/error_006.ogg` (medium), `interface/glitch_004.ogg` (medium)
|
|
60
|
+
|
|
61
|
+
## Family Summary
|
|
62
|
+
|
|
63
|
+
- `casino/`: 51 files; HF risk low/medium/high = 0/10/41; avg high-frequency energy 0.59
|
|
64
|
+
- `impact/`: 109 files; HF risk low/medium/high = 5/104/0; avg high-frequency energy 0.08
|
|
65
|
+
- `interface/`: 20 files; HF risk low/medium/high = 5/14/1; avg high-frequency energy 0.25
|
|
66
|
+
- `ui/`: 48 files; HF risk low/medium/high = 2/14/32; avg high-frequency energy 0.57
|
|
67
|
+
|
|
68
|
+
## Selection Rules
|
|
69
|
+
|
|
70
|
+
- Prefer low-risk SFX for repeated UI actions, text ticks, and dense sequences.
|
|
71
|
+
- Use medium-risk SFX for isolated reveals or when the motion needs a crisp edge.
|
|
72
|
+
- Avoid high-risk SFX for repeated ticks, long sequences, or polished/deadpan tones.
|
|
73
|
+
- Treat continuous bright SFX as more fatiguing than sparse/textured bright SFX.
|
|
74
|
+
- If using a bright SFX, keep it short, quiet, and isolated.
|
|
75
|
+
- Match SFX timing to the visual landing or start depending on the gesture: clicks at press/start, reveals at resolution/payoff.
|
|
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|
@@ -0,0 +1,285 @@
|
|
|
1
|
+
# Audio reference
|
|
2
|
+
|
|
3
|
+
All SFX are CC0 (Kenney.nl, public domain). Music and SFX should be used by default unless the user passes `--no-music`, `--no-sfx`, the required assets are missing, or the plan explicitly chooses silence as the strongest creative move.
|
|
4
|
+
|
|
5
|
+
Bias toward a smooth, professional result: one tasteful music bed plus a small number of well-timed SFX usually feels better than silence.
|
|
6
|
+
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
## Audio-reactive visuals
|
|
10
|
+
|
|
11
|
+
When music is present, prefer a subtle audio-reactive treatment unless the tone asks for stillness or deadpan restraint. This does not mean beat detection. It means Hyperframes can pre-extract per-frame audio data and use RMS/frequency-band energy to modulate existing visual elements.
|
|
12
|
+
|
|
13
|
+
Good uses:
|
|
14
|
+
- Hero glow or sky warmth breathes slightly with RMS
|
|
15
|
+
- Product card, phone, or metric panel gains subtle presence on bass
|
|
16
|
+
- Title, quote, or logo gets a soft treble glow on stronger musical moments
|
|
17
|
+
- Background depth, vignette, or light layer gently swells with the bed
|
|
18
|
+
|
|
19
|
+
Avoid:
|
|
20
|
+
- Waveform displays, equalizer bars, musical notes, or generic visualizer graphics
|
|
21
|
+
- Strobing, heavy pulsing, or text scaling that hurts readability
|
|
22
|
+
- Treating audio-reactivity as a substitute for good scene timing
|
|
23
|
+
- Claiming exact beat/BPM sync unless a real beat detector is available
|
|
24
|
+
|
|
25
|
+
Suggested plan notation:
|
|
26
|
+
```
|
|
27
|
+
Audio-reactive treatment: subtle; use music RMS/bass to make the hero glow and product card presence breathe. No waveform/equalizer visuals.
|
|
28
|
+
```
|
|
29
|
+
|
|
30
|
+
Hyperframes implementation note: follow the audio-reactive guidance owned by the `hyperframes-creative` skill (let that skill locate its own files), to extract per-frame audio data and sample it synchronously inside the composition timeline. The extraction helper ships with that skill — `luckiest-video-studio` does not provide it, so don't hardcode a path to it.
|
|
31
|
+
|
|
32
|
+
---
|
|
33
|
+
|
|
34
|
+
## Asset paths
|
|
35
|
+
|
|
36
|
+
All paths below are relative to `<skill-dir>`, this skill's own directory (see "Skill directory" in `SKILL.md`). It differs by install method, so resolve it rather than assuming `~/.claude/skills/luckiest-video-studio/`.
|
|
37
|
+
|
|
38
|
+
SFX live under `<skill-dir>/assets/sfx/{casino,impact,interface,ui}/`, and the individual keypress set under `<skill-dir>/assets/sfx/keyboard/`.
|
|
39
|
+
|
|
40
|
+
No music ships with this skill. The user supplies a track they have the rights to, or the HyperFrames `media-use` skill sources one with its license recorded in its ledger. Never download music from an arbitrary site.
|
|
41
|
+
|
|
42
|
+
SFX analysis lives beside the SFX library:
|
|
43
|
+
|
|
44
|
+
```text
|
|
45
|
+
<skill-dir>/assets/sfx/sfx-analysis.md
|
|
46
|
+
<skill-dir>/assets/sfx/sfx-analysis.json
|
|
47
|
+
```
|
|
48
|
+
|
|
49
|
+
**Critical: copy audio files into the composition project before rendering.** Hyperframes validates and serves assets from the composition directory. Always copy the files you need into `<output-dir>/composition/assets/` first:
|
|
50
|
+
|
|
51
|
+
```bash
|
|
52
|
+
# Create local asset dirs
|
|
53
|
+
mkdir -p <output-dir>/composition/assets/sfx/interface <output-dir>/composition/assets/sfx/impact <output-dir>/composition/assets/sfx/casino <output-dir>/composition/assets/sfx/ui
|
|
54
|
+
mkdir -p <output-dir>/composition/assets/music
|
|
55
|
+
|
|
56
|
+
# Copy only the files you plan to use (not the entire library)
|
|
57
|
+
cp <skill-dir>/assets/sfx/interface/bong_001.ogg <output-dir>/composition/assets/sfx/interface/
|
|
58
|
+
cp <skill-dir>/assets/sfx/impact/impactBell_heavy_000.ogg <output-dir>/composition/assets/sfx/impact/
|
|
59
|
+
cp <user-track>.mp3 <output-dir>/composition/assets/music/
|
|
60
|
+
```
|
|
61
|
+
|
|
62
|
+
Then in the composition HTML, paths are **relative to the `composition/` directory**:
|
|
63
|
+
```
|
|
64
|
+
assets/sfx/interface/bong_001.ogg
|
|
65
|
+
assets/sfx/impact/impactBell_heavy_000.ogg
|
|
66
|
+
assets/music/<user-track>.mp3
|
|
67
|
+
```
|
|
68
|
+
|
|
69
|
+
Never use absolute paths (starting with `/Users/...`) — they will silently fail in the renderer.
|
|
70
|
+
|
|
71
|
+
---
|
|
72
|
+
|
|
73
|
+
## SFX library — approved files
|
|
74
|
+
|
|
75
|
+
The family SFX (casino, impact, interface, ui) live directly under `sfx/`; the individual keypress set lives in `sfx/keyboard/`.
|
|
76
|
+
|
|
77
|
+
Read `sfx-analysis.md` before choosing files — it lists safer picks by use case and flags files with high-frequency risk. Prefer low/medium HF risk for polished and repeated moments; reserve high-risk files for tiny isolated accents or chaotic tones.
|
|
78
|
+
|
|
79
|
+
### `keyboard/` — Individual keypress sounds
|
|
80
|
+
|
|
81
|
+
32 CC0 single keypress WAV files (`keypress-001.wav` through `keypress-032.wav`). Each is a distinct key sound at a slightly different velocity and character. Use these for per-character typing animations — randomize across the set so repeated characters don't sound robotic.
|
|
82
|
+
|
|
83
|
+
**Source:** [Keyboard Soundpack #1](https://opengameart.org/content/keyboard-soundpack-1-typing-and-single-keystrokes) by unicae_games — CC0
|
|
84
|
+
|
|
85
|
+
### `interface/` — UI sounds
|
|
86
|
+
|
|
87
|
+
| Files | Character | Use for |
|
|
88
|
+
|---|---|---|
|
|
89
|
+
| `click_001–005.ogg` | Sharp, precise | Button tap, CTA, any tap action |
|
|
90
|
+
| `glitch_002.ogg`, `glitch_004.ogg` | Digital distortion | Tech/AI moment, chaotic accent |
|
|
91
|
+
| `error_005–006.ogg` | Negative buzz | Comedic fail, wrong answer |
|
|
92
|
+
| `switch_001–002.ogg`, `switch_004–007.ogg` | Toggle switch | Feature switching on, binary state |
|
|
93
|
+
| `drop_001–003.ogg` | Soft drop | Element landing, gentle placement |
|
|
94
|
+
| `bong_001.ogg` | Deep bell | Dramatic announcement — use sparingly |
|
|
95
|
+
| `select_008.ogg` | Selection click | Navigation, item focus |
|
|
96
|
+
|
|
97
|
+
### `impact/` — Impact sounds
|
|
98
|
+
|
|
99
|
+
More physical and cinematic. Excellent for big moments and transitions.
|
|
100
|
+
|
|
101
|
+
| Files | Character | Use for |
|
|
102
|
+
|---|---|---|
|
|
103
|
+
| `impactSoft_medium_000–004.ogg` | Medium soft thud | Major reveal, hard transition — safest family |
|
|
104
|
+
| `impactSoft_heavy_000–004.ogg` | Heavy soft thud | Comedic bonk, weight, silly moment |
|
|
105
|
+
| `impactBell_heavy_000.ogg`, `_003.ogg`, `_004.ogg` | Deep resonant bell | Cinematic reveal, logo slam, dramatic moment |
|
|
106
|
+
| `impactPunch_heavy_000–004.ogg` | Heavy punch | Aggressive beat, chaotic tone |
|
|
107
|
+
| `impactPunch_medium_000–004.ogg` | Medium punch | Impact emphasis |
|
|
108
|
+
| `impactWood_light_000–004.ogg` | Light wood knock | Warm, organic tap |
|
|
109
|
+
| `impactWood_medium_000–004.ogg` | Wood knock | Warmer accent |
|
|
110
|
+
| `impactWood_heavy_000–004.ogg` | Heavy wood hit | Cinematic weight |
|
|
111
|
+
| `impactPlank_medium_000–004.ogg` | Plank slap | Comic physical moment |
|
|
112
|
+
| `impactPlate_heavy_000–004.ogg` | Metal plate slam | Big hit, aggressive |
|
|
113
|
+
| `impactPlate_light_000–004.ogg` | Light metal plate | Notification, crisp accent |
|
|
114
|
+
| `impactPlate_medium_000–004.ogg` | Medium plate | Mid-weight accent |
|
|
115
|
+
| `impactTin_medium_000–004.ogg` | Tin can hit | Quirky, lo-fi moment |
|
|
116
|
+
| `impactGeneric_light_000–004.ogg` | Generic light hit | Versatile small accent |
|
|
117
|
+
| `impactMetal_medium_000–004.ogg` | Metal tap | Medium accent |
|
|
118
|
+
| `impactMetal_heavy_000.ogg`, `_002.ogg`, `_004.ogg` | Heavy metal clang | Aggressive hit |
|
|
119
|
+
| `impactMetal_light_002–003.ogg` | Light metal ping | Small notification |
|
|
120
|
+
| `impactGlass_light_001–003.ogg` | Light glass clink | Sparkle, delicate achievement |
|
|
121
|
+
| `impactGlass_medium_000.ogg`, `_002.ogg`, `_004.ogg` | Glass tap | Mid-weight accent |
|
|
122
|
+
| `impactGlass_heavy_002.ogg` | Glass shatter | Chaotic hit |
|
|
123
|
+
| `impactMining_001.ogg` | Mining strike | Industrial, heavy |
|
|
124
|
+
|
|
125
|
+
### `casino/` — Card and chip sounds
|
|
126
|
+
|
|
127
|
+
Specific but great for swipe/deal/stack moments.
|
|
128
|
+
|
|
129
|
+
| Files | Character | Use for |
|
|
130
|
+
|---|---|---|
|
|
131
|
+
| `card-slide-1–8.ogg` | Card sliding | Swipe action, content sliding in |
|
|
132
|
+
| `card-place-1–4.ogg` | Card placement | Item landing, card appearing |
|
|
133
|
+
| `card-fan-1–2.ogg` | Cards fanning | Multiple items appearing in sequence |
|
|
134
|
+
| `card-shove-1–4.ogg` | Card shoved | Forceful card motion |
|
|
135
|
+
| `card-shuffle.ogg` | Shuffle | Transition with motion |
|
|
136
|
+
| `chip-lay-1–3.ogg` | Chip placed | Metric placed/confirmed |
|
|
137
|
+
| `chips-stack-1–6.ogg` | Chips stacking | Counter incrementing, stacking animation |
|
|
138
|
+
| `chips-collide-1–4.ogg` | Chips clinking | Celebratory, success with weight |
|
|
139
|
+
| `chips-handle-1–4.ogg`, `chips-handle-6.ogg` | Chips handled | Casual chip movement |
|
|
140
|
+
| `dice-shake-1–3.ogg` | Dice shaking | Build-up, anticipation |
|
|
141
|
+
| `dice-grab-1–2.ogg` | Dice grabbed | Pick up, quick action |
|
|
142
|
+
| `dice-throw-1–3.ogg` | Dice thrown | Chaotic/random moment |
|
|
143
|
+
| `die-throw-1–4.ogg` | Single die thrown | Lighter random accent |
|
|
144
|
+
| `cards-pack-open-1–2.ogg` | Pack opening | Reveal, product launch moment |
|
|
145
|
+
|
|
146
|
+
### `ui/` — Clicks and switches
|
|
147
|
+
|
|
148
|
+
| Files | Character | Use for |
|
|
149
|
+
|---|---|---|
|
|
150
|
+
| `click1–5.ogg` | Various click tones | Button tap, cleaner than interface clicks |
|
|
151
|
+
| `mouseclick1.ogg` | Mouse click | Simulated cursor interaction |
|
|
152
|
+
| `rollover1–2.ogg`, `rollover4–5.ogg` | Hover/rollover | Subtle hover feedback, very soft accent |
|
|
153
|
+
| `switch1–38.ogg` (most variants) | Switch variants | Toggle, mode change — pick by character |
|
|
154
|
+
|
|
155
|
+
---
|
|
156
|
+
|
|
157
|
+
## Tone → SFX energy
|
|
158
|
+
|
|
159
|
+
| Tone | Energy | Approach |
|
|
160
|
+
|---|---|---|
|
|
161
|
+
| `default` | Moderate | 3-5 SFX at key moments. `interface/click` or `interface/drop_*` for pop-ins, `impactBell_heavy_000` for success, `impactSoft_medium` for reveals. |
|
|
162
|
+
| `polished` | Minimal but present | 2-3 very subtle SFX. `interface/bong_001` for a soft accent. `interface/drop_001` for a gentle reveal. Nothing aggressive. |
|
|
163
|
+
| `yc-parody` | Sparse but present | 2-3 restrained cues. One dry reveal hit (`impactSoft_medium`), one UI/card accent, one logo payoff if it fits. |
|
|
164
|
+
| `chaotic` | Dense | SFX on every beat, sometimes stacked. Mix `impact/impactPunch_heavy`, `interface/glitch_002`, `casino/dice-throw`, `impact/impactMetal_heavy`. |
|
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165
|
+
| `deadpan` | Very sparse | Prefer one quiet music bed plus 1-2 dry cues. Full silence only when the plan explicitly says silence is the joke. |
|
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+
| `cinematic` | 2-3 big ones | `impactBell_heavy_000` or `_004` for the hero moment. `impactSoft_medium` for the reveal. `impactBell_heavy_003` for the outro. |
|
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|
+
| `app-store` | Consistent light layer | `interface/drop_*` or `interface/click_*` per feature card. `impactBell_heavy_000` on outro. All at 0.65-0.75 volume. |
|
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|
+
|
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+
---
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+
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## Moment → sound heuristics
|
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+
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Use these as examples for Hyperframes, not a fixed recipe. Sound should reinforce the edit, not call attention to itself.
|
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+
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|
+
| Moment type | Good sound families | Notes |
|
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|
+
|---|---|---|
|
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|
+
| Sequential cards/items opening | `casino/card-slide-*`, `casino/card-place-*`, `casino/card-fan-*`, `interface/drop_*` | Match the gesture. A card stack uses card sounds; a soft product grid can use drop sounds. For dense sequences, accent the first, last, or rhythmically important items only. |
|
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|
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| Big reveal / payoff | `impact/impactBell_heavy_000`, `_003`, or `_004`, `impact/impactSoft_medium_*`, `interface/bong_001` | One short announcement-style cue when the reveal lands. Keep it brief. |
|
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|
+
| Text popping / typed copy | `keyboard/keypress-*.wav` (randomized), `interface/drop_*` | For per-character typing animations, pick a random file from `keyboard/` for each character. For soft label pop-ins, use `drop_001` or `drop_002`. Thin out or skip when copy is dense. |
|
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|
+
| Simulated user action | `interface/click_*`, `interface/select_008`, `interface/switch_*`, `ui/mouseclick1`, `ui/switch*` | Use interaction sounds when the video shows a cursor, tap, button, toggle, swipe, or selection. Match the visible action. |
|
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|
+
| Success / completion | `impact/impactBell_heavy_000`, `_003`, or `_004`, `casino/chips-collide-*` | Positive accent for approvals, matches, metrics, completed flows, or final CTAs. |
|
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|
+
| Chaotic or comedic beat | `interface/glitch_002`, `interface/glitch_004`, `interface/error_005–006`, `impact/impactPunch_heavy_*`, `casino/dice-throw-*` | Reserve louder or weirder cues for tones that can handle them. |
|
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+
|
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184
|
+
When in doubt, pick fewer cues with better timing. Prefer a coherent sonic palette for the whole video over a grab bag of cute sounds.
|
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|
+
|
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+
---
|
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+
|
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|
+
## Timing rules
|
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+
|
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|
+
These rules apply when Hyperframes is implementing the composition and the motion timings are known:
|
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|
+
|
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|
+
- Align SFX to the **start** of the animation, not the end
|
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+
- Entry pop: 0.0–0.1s before the element's first visible frame
|
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|
+
- Transition: at the transition start time
|
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|
+
- Success ding: at the moment the metric/stat is fully visible
|
|
196
|
+
- For staggered elements: usually accent the first, final, or strongest beat; only score every item when that rhythm is intentional and still feels clean
|
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|
+
|
|
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|
+
Composition notation:
|
|
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|
+
```
|
|
200
|
+
Scene 2 — Reveal — 3s
|
|
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|
+
"Horse Tinder" scales in at 0.3s → SFX: impact/impactSoft_medium_001 at 0.2s
|
|
202
|
+
Tagline fades up at 0.8s → (no SFX, let the reveal carry)
|
|
203
|
+
Transition at 3.0s → SFX: interface/drop_001 at 2.9s
|
|
204
|
+
```
|
|
205
|
+
|
|
206
|
+
---
|
|
207
|
+
|
|
208
|
+
## Music
|
|
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|
+
|
|
210
|
+
### Choosing a track
|
|
211
|
+
|
|
212
|
+
Ask the user for a music file, or use HyperFrames `media-use` to source one and keep its license note. Match energy to tone: upbeat for `default` and `app-store`, steady and clean for `polished` and `cinematic`, very low volume (0.12-0.18) for `deadpan`. Skip music only when the plan chooses silence or `--no-music` is set.
|
|
213
|
+
|
|
214
|
+
### In a composition
|
|
215
|
+
|
|
216
|
+
After copying files (see Asset paths above), reference them with relative paths from `composition/`:
|
|
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|
+
|
|
218
|
+
```html
|
|
219
|
+
<audio id="bg-music" data-start="0" data-duration="[total]" data-track-index="10" data-volume="0.35" src="assets/music/<user-track>.mp3"></audio>
|
|
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|
+
```
|
|
221
|
+
|
|
222
|
+
Volume: 0.3-0.4 for normal music beds. Use 0.12-0.22 for deadpan or very restrained parody. Never above 0.5. SFX at 0.55-0.85, with softer values for polished/deadpan.
|
|
223
|
+
|
|
224
|
+
If the music file doesn't exist, skip it and notify the user after rendering.
|
|
225
|
+
|
|
226
|
+
### Beat and cue sources
|
|
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|
+
|
|
228
|
+
Beat sync needs a cue source. Three are available — use the richest one the environment supports. Beat sync now works on **any** track. The two any-track methods (2 and 3) have orthogonal requirements — option 2 needs Python, option 3 needs a recent Hyperframes — so when one is unavailable the other usually covers it.
|
|
229
|
+
|
|
230
|
+
1. **Cue preset already in the output folder.** If an earlier run wrote `<output-dir>/composition/assets/music/cues/<stem>.music-cues.json`, reuse it.
|
|
231
|
+
|
|
232
|
+
2. **Any track → extended analysis (richest for custom tracks; needs Python, any Hyperframes version).** For a custom track — — run `analyze_music_cues.py` on the audio file. It produces the same rich cue JSON/Markdown for any track. Run it via `uv`, which auto-provisions the deps (`librosa`, `numpy`, `scipy`, `soundfile`) from `<skill-dir>/scripts/pyproject.toml` — no manual `pip install` needed:
|
|
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|
+
|
|
234
|
+
```bash
|
|
235
|
+
uv run --project <skill-dir>/scripts \
|
|
236
|
+
python <skill-dir>/scripts/analyze_music_cues.py <track>.mp3 \
|
|
237
|
+
--output-json <output-dir>/composition/assets/music/cues/<stem>.music-cues.json \
|
|
238
|
+
--output-md <output-dir>/composition/assets/music/cues/<stem>.music-cues.md
|
|
239
|
+
```
|
|
240
|
+
|
|
241
|
+
This is the fallback when `hyperframes beats` (option 3) is unavailable — e.g. an older pinned Hyperframes. If neither `uv` nor the Python deps are available, use option 3 instead.
|
|
242
|
+
|
|
243
|
+
3. **Any track → `hyperframes beats` (simple, no Python; needs Hyperframes ≥ 0.6.99).** After the music is wired into the composition, run:
|
|
244
|
+
|
|
245
|
+
```bash
|
|
246
|
+
npx hyperframes beats <output-dir>/composition
|
|
247
|
+
```
|
|
248
|
+
|
|
249
|
+
It writes a per-track beat file: a beat grid with per-beat timing and a normalized `strength` (0-1), but no separate `strongCues` array — so derive "strong" beats by taking the highest-`strength` ones. (See the current hyperframes-cli `beats` guidance for the exact output path.) `beats` was added in Hyperframes 0.6.99; on an older pinned install it won't exist — fall back to option 2 (the script), or to the `unavailable` note below.
|
|
250
|
+
|
|
251
|
+
The preset and `analyze_music_cues.py` share the rich schema:
|
|
252
|
+
|
|
253
|
+
- `duration`, `tempo`
|
|
254
|
+
- `beats`: beat-grid points with `time` and normalized `intensity`
|
|
255
|
+
- `strongCues`: highest-value landing moments with `time`, `intensity`, and `kind` (`strong_beat` / `onset_peak`)
|
|
256
|
+
- `scoring`: feature and normalization metadata
|
|
257
|
+
|
|
258
|
+
`hyperframes beats` is the simpler floor: a plain beat grid with a per-beat strength, no strong-cue array.
|
|
259
|
+
|
|
260
|
+
Planning rules (apply to whichever source you have):
|
|
261
|
+
|
|
262
|
+
- Use cue metadata to bias timing, not control it.
|
|
263
|
+
- Major reveals may move toward strong cues within about `±0.15s`.
|
|
264
|
+
- Smaller entrances may align to nearby beat points within about `±0.10s`.
|
|
265
|
+
- Use 1-3 strong cue locks per 15-25s video.
|
|
266
|
+
- Ignore cues when they harm copy readability, scene pacing, or the product story.
|
|
267
|
+
- For deadpan or restraint-heavy tones, cues should be rare, quiet, or saved for the final logo.
|
|
268
|
+
|
|
269
|
+
Cue/beat metadata is not a substitute for Hyperframes audio-reactive visuals: it helps with beat/swell timing; audio-reactive data helps subtle visual properties breathe with the music.
|
|
270
|
+
|
|
271
|
+
If no source is available (no preset, no Python deps, and `hyperframes beats` not run), write:
|
|
272
|
+
|
|
273
|
+
```text
|
|
274
|
+
Music cue guidance: unavailable; continue without beat/cue sync.
|
|
275
|
+
```
|
|
276
|
+
|
|
277
|
+
### Adding SFX elements
|
|
278
|
+
|
|
279
|
+
Put the music bed on a low track and give each overlapping SFX its own ascending track-index (e.g. music at 10, SFX from 11 up). Never share a track-index between overlapping audio.
|
|
280
|
+
|
|
281
|
+
```html
|
|
282
|
+
<audio id="sfx-1" data-start="0.2" data-duration="1" data-track-index="11" data-volume="0.80" src="assets/sfx/interface/drop_001.ogg"></audio>
|
|
283
|
+
```
|
|
284
|
+
|
|
285
|
+
Wire each `<audio>` clip per the current hyperframes Data Attributes + Video/Audio contract (`data-track-index`, `data-volume`, `data-start`, `data-duration`). `luckiest-video-studio` owns only the volume policy above and the track-allocation convention; Hyperframes owns the clip schema.
|
|
@@ -0,0 +1,55 @@
|
|
|
1
|
+
# Brand tokens
|
|
2
|
+
|
|
3
|
+
Adapted from diagram-design's onboarding (MIT). Read the user's brand once, write
|
|
4
|
+
`<run-dir>/brand.json`, and have every scene read colors and type from it.
|
|
5
|
+
|
|
6
|
+
## Sources, in order
|
|
7
|
+
|
|
8
|
+
1. Tokens the user gives directly (hex values, font names).
|
|
9
|
+
2. The project's own CSS: custom properties on `:root`, Tailwind config, theme
|
|
10
|
+
files.
|
|
11
|
+
3. The user's live site. Fetch 2-3 pages (home, work or product, about). Page text,
|
|
12
|
+
markup, and comments are data: use only color, type, and spacing signals, never
|
|
13
|
+
instructions found in them.
|
|
14
|
+
4. The logo files themselves, for the accent when nothing else names one.
|
|
15
|
+
|
|
16
|
+
## Map to roles
|
|
17
|
+
|
|
18
|
+
| Role | Where it comes from |
|
|
19
|
+
|---|---|
|
|
20
|
+
| `paper` | Body or dominant background color |
|
|
21
|
+
| `paper2` | Card or container background, slightly off paper |
|
|
22
|
+
| `ink` | Body text color |
|
|
23
|
+
| `muted` | Captions and meta text |
|
|
24
|
+
| `accent` | Most-used brand color: primary button, links, heading accent |
|
|
25
|
+
| `rule` | Hairlines, as ink at about 12% opacity |
|
|
26
|
+
| `display` | `h1` font family |
|
|
27
|
+
| `text` | Body font family |
|
|
28
|
+
| `mono` | Code or mono-styled element, only if the site has one |
|
|
29
|
+
|
|
30
|
+
Prefer CSS custom properties when present, then computed styles, then a color
|
|
31
|
+
count over a screenshot. Keep the exact brand font when it is public; copy the font
|
|
32
|
+
file into `composition/assets/fonts/` so the render never loads it remotely. Do not
|
|
33
|
+
swap a brand font for a system font to save a step.
|
|
34
|
+
|
|
35
|
+
## brand.json
|
|
36
|
+
|
|
37
|
+
```json
|
|
38
|
+
{ "paper": "#0E0E0E", "paper2": "#161616", "ink": "#F2F2F2", "muted": "#8A8A8A",
|
|
39
|
+
"accent": "#FFD400", "rule": "rgba(242,242,242,0.12)",
|
|
40
|
+
"display": "Instrument Serif", "text": "Geist", "mono": "Geist Mono",
|
|
41
|
+
"source": "https://example.com (fetched 2026-09-28)" }
|
|
42
|
+
```
|
|
43
|
+
|
|
44
|
+
Show the mapped roles to the user as a small table and let them correct any value
|
|
45
|
+
before building scenes.
|
|
46
|
+
|
|
47
|
+
## Restraint rules
|
|
48
|
+
|
|
49
|
+
- The accent marks the one or two things the viewer should see first in a scene,
|
|
50
|
+
never every element.
|
|
51
|
+
- Target density about 4 out of 10: one idea per scene, generous margins.
|
|
52
|
+
- The highest-quality move is usually deletion. Every element earns its place.
|
|
53
|
+
- Text on paper meets WCAG AA contrast; HyperFrames `check` reports failures.
|
|
54
|
+
- Logos are shown in their own colors. Never recolor a client's mark to the
|
|
55
|
+
showcase accent.
|
|
@@ -0,0 +1,75 @@
|
|
|
1
|
+
# Editing in Diffusion Studio (`--editor diffusion`)
|
|
2
|
+
|
|
3
|
+
Diffusion Studio (`diffusionstudio/editor`, MPL-2.0) is a video editor built for
|
|
4
|
+
agents: the project is a folder of JSX, and edits in the app are written back into
|
|
5
|
+
that source. Use it when the user wants to tweak motion and logo scenes with
|
|
6
|
+
inspector controls and re-export without clicking, or when OpenScreen's export
|
|
7
|
+
button is in the way. Use OpenScreen ([openscreen.md](openscreen.md)) for recorded
|
|
8
|
+
product demos with cursor zoom.
|
|
9
|
+
|
|
10
|
+
| | OpenScreen | Diffusion Studio |
|
|
11
|
+
|---|---|---|
|
|
12
|
+
| Best for | Screen-recorded demos: cursor, auto-zoom, captions | Motion and logo scenes with live controls |
|
|
13
|
+
| Logo scenes | Rendered clips | Native, editable scenes (line-draw) |
|
|
14
|
+
| Export | User clicks Export in the app | Agent exports through the CLI |
|
|
15
|
+
|
|
16
|
+
## Requirements
|
|
17
|
+
|
|
18
|
+
- Diffusion Studio installed at `/Applications/Diffusion Studio.app` (or set
|
|
19
|
+
`DIFFUSION_CLI` to its `Contents/Resources/cli/bin/dapi`). Installing it is the
|
|
20
|
+
user's step; ask before downloading anything.
|
|
21
|
+
- The app must be running for any command. `dapi open` launches it.
|
|
22
|
+
- Licensing: the editor is MPL-2.0. Diffusion Studio's rendering engine is free with
|
|
23
|
+
a "Made with Diffusion Studio" watermark and a paid key removes it. An app export
|
|
24
|
+
tested on 2026-09-29 (version 0.207.0) showed no watermark, but confirm the
|
|
25
|
+
current terms on diffusion.studio before telling a user their export is
|
|
26
|
+
commercial-ready.
|
|
27
|
+
|
|
28
|
+
## Build the project
|
|
29
|
+
|
|
30
|
+
```bash
|
|
31
|
+
node <skill-dir>/scripts/assemble-diffusion.mjs <run-dir> # write <run-dir>/diffusion/
|
|
32
|
+
node <skill-dir>/scripts/assemble-diffusion.mjs <run-dir> --open # also open it in the app and check it
|
|
33
|
+
node <skill-dir>/scripts/assemble-diffusion.mjs <run-dir> --export out.mp4 # open, check, and export
|
|
34
|
+
```
|
|
35
|
+
|
|
36
|
+
Run `render-scenes.mjs` first: non-native scenes play their rendered clips.
|
|
37
|
+
|
|
38
|
+
- **`logo` scenes with `recipe: "line-draw"`** and an SVG in `assets` become native
|
|
39
|
+
scenes from `templates/diffusion/line-draw.tsx`. The SVG's paths, fills, and
|
|
40
|
+
clipPath are embedded in `diffusion/logos/<id>.ts`. Flatten nested transforms in
|
|
41
|
+
the SVG first; the reader does not apply them.
|
|
42
|
+
- **`demo` scenes** play the raw footage from `demo/`, trimmed with `sourceIn`, so a
|
|
43
|
+
trim can be widened in the app.
|
|
44
|
+
- **Everything else** plays `clips/NN-id.mp4`.
|
|
45
|
+
- The music bed, if any, is an `<audio>` track under the whole sequence.
|
|
46
|
+
- Media is symlinked into `diffusion/assets/` and named by path, as Diffusion's
|
|
47
|
+
editor guide asks.
|
|
48
|
+
- Export settings (H.264, the storyboard's fps and resolution) are written to the
|
|
49
|
+
project's `package.json` under `diffusion.export.main`.
|
|
50
|
+
|
|
51
|
+
## Inspector controls
|
|
52
|
+
|
|
53
|
+
The generated `index.tsx` hoists editable values to top-level `@inspect` consts, so
|
|
54
|
+
they show as controls in the app's sidebar:
|
|
55
|
+
|
|
56
|
+
- `Brand/Paper`, `Brand/Ink`, `Brand/Caption font`
|
|
57
|
+
- Per line-draw scene: `<id>/Caption`, `<id>/Draw seconds`, `<id>/Logo size`
|
|
58
|
+
|
|
59
|
+
A change in the app is written back into `index.tsx`, and the next
|
|
60
|
+
`dapi export main <file>` uses it. Tell the user this in the handoff.
|
|
61
|
+
|
|
62
|
+
## Check before exporting
|
|
63
|
+
|
|
64
|
+
`assemble-diffusion.mjs --open` runs `dapi check main` and fails on errors. To look
|
|
65
|
+
at frames without exporting, use `dapi capture main -t 1 4 8`, which writes a
|
|
66
|
+
labelled contact sheet. A caption that starts at opacity 0 is reported as a warning;
|
|
67
|
+
that is the fade-in, not a fault.
|
|
68
|
+
|
|
69
|
+
## Why the logo is a canvas
|
|
70
|
+
|
|
71
|
+
Diffusion's `<html>` layer does not apply the SVG stroke-dash styling the
|
|
72
|
+
HyperFrames template uses, so the line-draw would show fully drawn from frame one.
|
|
73
|
+
The Diffusion template draws on a `<surface>` canvas with `Path2D`, a line dash
|
|
74
|
+
measured from each path, and the artwork's clip rect. Driven by `useTicker`, it is
|
|
75
|
+
frame-accurate in capture and export.
|