Babysitter sound-design-direction
Create comprehensive audio design including music cues, sound effects, Foley, and score direction
install
source · Clone the upstream repo
git clone https://github.com/a5c-ai/babysitter
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/a5c-ai/babysitter "$T" && mkdir -p ~/.claude/skills && cp -r "$T/library/specializations/domains/social-sciences-humanities/arts-culture/film-tv-production/skills/sound-design-direction" ~/.claude/skills/a5c-ai-babysitter-sound-design-direction && rm -rf "$T"
manifest:
library/specializations/domains/social-sciences-humanities/arts-culture/film-tv-production/skills/sound-design-direction/SKILL.mdsource content
Sound Design Direction Skill
Purpose
Design comprehensive audio landscapes that enhance storytelling. Sound is 50% of the film experience—music, effects, dialogue, and silence all shape emotion and meaning.
Audio Categories
The Sound Stack
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)
Sound Design Approach
Design Philosophy
| 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 vs. Non-Diegetic
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 Spotting
Music Cue Sheet Template
## 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]
When to Use Music
Start Music:
- Emotional shift
- Scene transition
- Building tension
- Montage
- Establishing mood
End Music:
- Before important dialogue
- For impact through silence
- Scene completion
- Emotional peak hit
Sound Effects Design
Scene Sound Design Template
## 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
Emotional Sound Design
Sound and Emotion
| 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 |
Signature Sounds
Create recurring audio motifs:
Character themes (musical) Location sounds (environmental) Object sounds (associated with items) Emotional triggers (sound = feeling)
Score Direction
Theme Development
## 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 Style Guide
## 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]
Mix Priorities
Dialogue Intelligibility
Dialogue is almost always priority:
Dialogue first Music ducks for important lines Effects support, don't compete
Dynamic Range
Quiet moments → space for intimacy Loud moments → impact through contrast Build gradually → sustain anticipation Sudden change → shock and surprise
Output Templates
Music Cue Sheet Summary
| Cue | Scene | In | Out | Duration | Type | Notes | |-----|-------|-----|-----|----------|------|-------| | M1 | 1 | ... | ... | 0:45 | Score| Opening |
Sound Design Summary
| Scene | Ambience | Key SFX | Foley | Special | |-------|----------|---------|-------|---------| | 1 | City | Cars | Walk | None |
Quality Checklist
- Every scene has ambience
- Dialogue is prioritized
- Music cues are spotted
- Transitions are smooth
- Silence is intentional
- Emotional arc supported
- Themes are consistent
- Mix priorities clear