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flatrender/.claude/skills/flat-artist/remotion-sound-effects/SKILL.md
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chore(skills+remotion): add flat-artist skill bundle; register 3D templates
- .claude/skills/flat-artist: the bundled FlatRender template-creation suite
  (orchestrator + 16 sub-skills + design/motion R&D), mirrors the Gitea AISkills repo.
- services/remotion Root.tsx/templates.tsx: register the 3D templates + Three3DTest.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 19:39:25 +03:30

3.6 KiB

name, description
name description
remotion-sound-effects Which sound effects (SFX) to use for FlatRender video templates and exactly where to place them in the timeline. Use when adding audio punch to a template — whooshes, impacts, sparkles, pops, risers, confetti — and syncing them to keyframes with Remotion's Audio component.

Sound-effect design for templates

Status: current FlatRender templates have NO audio yet. This skill is the playbook for adding it. SFX dramatically raise perceived quality — a logo "thud" + sparkle makes a reveal feel pro.

How audio works in Remotion

Use <Audio> from remotion, placed in the composition tree, timed to frames:

import { Audio, useVideoConfig } from "remotion";
// play a one-shot SFX starting at frame 55 (the logo-land beat)
<Audio src={staticFile("sfx/impact.mp3")} startFrom={0} volume={0.8}
       // mount it only around its moment using a <Sequence from={55}> wrapper
/>

Patterns:

  • Wrap one-shots in <Sequence from={FRAME}> so they trigger at the right beat.
  • volume can be a function of frame for fades: volume={(f)=>interpolate(f,[0,10],[0,1])}.
  • Layer SFX over the music bed (see ../remotion-music-picker/SKILL.md); keep SFX ~ -6 dB under dialogue, on top of music.
  • Put shared SFX in services/remotion/public/sfx/ and load with staticFile().

SFX → moment mapping (sync to the KEYFRAME, not vaguely)

Moment in the animation SFX Place at
Element/text flies in whoosh (short, directional) 2-3 frames BEFORE it lands
Logo / hero lands impact / thud / boom the exact land frame (spring settle)
Glitter / magic reveal sparkle / shimmer / chime over the particle gather (0.3-0.5s)
Small element appears pop / tick / blip each appearance (stagger to match)
Countdown ticking clock tick per number, ding/airhorn on GO each number frame
Birthday / party party horn + confetti rustle, soft chime greeting reveal + confetti burst
Sale / promo cash register "cha-ching" / coin, stamp on the badge badge pop
Shine sweep across logo soft shimmer swell sweep start→end
Transition between scenes whoosh + light riser on the cut
Build-up before reveal riser / uplifter (0.5-1.5s) leading INTO the hero moment

Placement principles

  • Anticipation: risers and whooshes START before the visual peak and resolve ON it. A whoosh that lands with the logo sells the motion.
  • One hero hit: the reveal gets ONE big impact — don't stack 3 booms; it muddies.
  • Match the motion curve: fast spring = sharp transient; slow ease = soft swell.
  • Stagger to the visuals: if 5 elements pop on different frames, 5 pops on those frames (vary pitch slightly so it's not robotic).
  • Less is more: 3-6 well-placed SFX per template beats a wall of sound. Leave silence for contrast.
  • Loudness: normalize SFX, peak ~ -3 dB, sit them under the music bed; the final mix shouldn't clip.

Free / royalty-aware SFX sources

Mixkit, Pixabay (sound), Freesound (check each license — CC0 vs attribution), Uppbeat (free tier), and Remotion-safe CC0 packs. ALWAYS record the license per file; prefer CC0/royalty-free with commercial use. Keep an attributions file if any source requires it.

Workflow

  1. Identify the 3-6 key beats (reveal, pops, transitions, CTA).
  2. Pick one SFX per beat from the table.
  3. Place via <Sequence from={frame}> + <Audio>; tune volume + a short fade.
  4. Render with audio and LISTEN — adjust timing by a few frames so hits land exactly on the visual.

Related: ../remotion-music-picker/SKILL.md, ../remotion-template-composition/SKILL.md.