Create comprehensive audio design including music cues, sound effects, Foley, and score direction
Creates comprehensive audio design including music, sound effects, and Foley to enhance storytelling in film and media.
npx claudepluginhub a5c-ai/babysitterThis skill inherits all available tools. When active, it can use any tool Claude has access to.
Design comprehensive audio landscapes that enhance storytelling. Sound is 50% of the film experience—music, effects, dialogue, and silence all shape emotion and meaning.
DIALOGUE
├── Production dialogue
├── ADR (additional dialogue)
├── Voice-over
└── Walla (crowd murmur)
SOUND EFFECTS
├── Hard effects (impacts, doors)
├── Backgrounds (ambience)
├── Foley (character movement)
└── Designed sounds (stylized)
MUSIC
├── Score (composed)
├── Source (diegetic)
└── Songs (licensed)
| Approach | Description | Films |
|---|---|---|
| Naturalistic | Realistic, grounded | Drama, indie |
| Hyperreal | Enhanced reality | Action, thriller |
| Stylized | Artistic, expressive | Sci-fi, horror |
| Minimal | Sparse, impactful | Art house |
DIEGETIC (source in story world):
- Characters can hear it
- Radio, TV, live music
- Environmental sounds
- Dialogue
NON-DIEGETIC (outside story world):
- Characters can't hear it
- Score
- Voice-over (sometimes)
- Sound design elements
## Music Cue [M##]
### Identification
- **Scene:** [Number]
- **Cue Name:** [Descriptive title]
- **Timecode In:** [HH:MM:SS:FF]
- **Timecode Out:** [HH:MM:SS:FF]
- **Duration:** [MM:SS]
### Type
- [ ] Score
- [ ] Source music
- [ ] Song/Licensed
### Direction
- **Mood:** [Emotional direction]
- **Tempo:** [BPM or feel]
- **Instrumentation:** [Key instruments]
- **Dynamic Arc:** [How it builds/changes]
### Sync Points
- [Timecode]: [What happens musically]
- [Timecode]: [What happens musically]
### Transitions
- **In:** [How music enters]
- **Out:** [How music exits]
### Reference
- **Temp Track:** [If applicable]
- **Similar To:** [Reference tracks]
### AI Music Prompt (Suno/Udio)
[Prompt for AI generation]
Start Music:
End Music:
## Scene [##] Sound Design
### Ambience/Backgrounds
- **Primary Bed:** [Main environmental sound]
- **Layers:**
- [Additional ambient element]
- [Additional ambient element]
- **Intensity:** [1-10]
### Hard Effects
| Timecode | Effect | Description | Priority |
|----------|--------|-------------|----------|
| 00:00:00 | [SFX] | [Details] | [Hi/Med/Lo] |
### Foley Requirements
- **Footsteps:** [Surface type]
- **Cloth:** [Material, intensity]
- **Props:** [Items handled]
### Designed Sounds
| Timecode | Sound | Description | Style |
|----------|-------|-------------|-------|
| 00:00:00 | [Name] | [What it is] | [Realistic/Stylized] |
### Silence
- [Timecode]: [Purpose of silence]
### Special Treatment
- [ ] Slow motion audio
- [ ] POV/Subjective sound
- [ ] Flashback treatment
- [ ] Underwater/muffled
| Emotion | Sound Approach |
|---|---|
| Fear | Low frequency rumble, unexpected stingers |
| Tension | High-pitched tone, silence, breath |
| Joy | Bright, clear, musical |
| Sadness | Sparse, echo, minor keys |
| Anger | Hard impacts, distortion, chaos |
| Love | Warmth, softness, intimacy |
Create recurring audio motifs:
Character themes (musical)
Location sounds (environmental)
Object sounds (associated with items)
Emotional triggers (sound = feeling)
## Musical Themes
### Main Theme
- **Association:** [Character/concept]
- **Mood:** [Emotional quality]
- **Instrumentation:** [Core instruments]
- **Motif:** [Melodic description]
- **Usage:** [When it appears]
### Secondary Themes
[Same structure for each theme]
### Theme Transformations
- [Context]: [How theme changes]
- [Context]: [How theme changes]
## Score Direction
### Overall Approach
- **Genre:** [Orchestral, electronic, hybrid]
- **Era Feel:** [Contemporary, classical, retro]
- **Emotional Range:** [Intimate to epic]
### Instrumentation Palette
- Primary: [Main instruments]
- Secondary: [Supporting instruments]
- Special: [Unique elements]
### References
- [Film score reference 1]
- [Film score reference 2]
- [Non-film reference]
### Avoid
- [What doesn't fit]
Dialogue is almost always priority:
Dialogue first
Music ducks for important lines
Effects support, don't compete
Quiet moments → space for intimacy
Loud moments → impact through contrast
Build gradually → sustain anticipation
Sudden change → shock and surprise
| Cue | Scene | In | Out | Duration | Type | Notes |
|-----|-------|-----|-----|----------|------|-------|
| M1 | 1 | ... | ... | 0:45 | Score| Opening |
| Scene | Ambience | Key SFX | Foley | Special |
|-------|----------|---------|-------|---------|
| 1 | City | Cars | Walk | None |
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