sound-design-foley
Provider-independent sound design and Foley direction for generated media. Use when an agent must plan, prompt, source, generate, edit, mix, hand off, repair, or QA sound effects, Foley, ambience, impacts, transitions, UI/product audio, emotional sound design, or accessibility-safe captions for videos, ads, trailers, animation, avatar clips, explainers, games/trailers, product films, and social edits.
npx skills add calesthio/generative-media-skills --skill sound-design-foley --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
What it does
Guides an agent to treat sound as storytelling: plan and prompt sound effects and Foley, source or generate assets, edit and mix, and QA for various media formats. Emphasizes structuring sound design around events, materials, perspectives, and emotional intent rather than filling frames with effects.
How it works
- Begin with a spotting pass: create a spotting list with one row per audible event or bed, including timecode, trigger, sound family, diegetic status, sync, perspective, material clues, emotional job, rights plan, and mix priority.
- Categorize sound into families (Foley feet, Foley cloth, Foley props, Ambience, Designed effects, Impacts, Transitions, UI/product sounds, Emotional/special effects) with explicit attributes and heuristics for each category.
- Plan prompts for sound generation providers with fields like duration, sync cue, source material, performance, perspective, environment, layer role, emotional descriptors, and explicit prohibitions.
- Use layering and perspective rules to ensure sounds match causality, position, and story emotion; assign material and distance traits to maintain credibility.
- Provide clear edit/mix handoff artifacts: spotting list, asset manifest, stems grouping (dialogue, music, FX, Foley, ambience, UI, designed sweeteners), sync notes, loop instructions, alternate versions, loudness/true-peak targets, accessibility notes, and risk statements.
- Apply loudness, safety, and accessibility practices: follow platform specs when possible, measure with ITU-R BS.1770-style methods, ensure captions include meaningful non-speech information, and caption non-speech audio meaningfully.
- Maintain rights-safe sourcing and generation records for each sound (filename, brief description, source type, provenance).
When to use it
Use when an agent must plan, prompt, source, generate, edit, mix, hand off, repair, or QA sound effects, Foley, ambience, impacts, transitions, UI/product audio, emotional sound design, or accessibility-safe captions for a broad range of media (videos, ads, trailers, animation, explainers, games, product films, social edits).
What it can touch
- Tools declared: claude-code, codex, copilot, cursor
- Involves creating and using spotting lists, asset manifests, stems, prompts, and versioned audio assets; no explicit file editing commands are quoted here beyond described prompts and handoff artifacts.
Caveats
- License and rights constraints are emphasized (sources like CC licenses, library terms, and license of assets must be checked).
- The guidance relies on platform specs and industry standards (ITU, EBU, WCAG, Section 508) and notes about captioning and accessibility.
- Contains heuristic recommendations (e.g., prioritizing impactful moments and balancing ambience) rather than guarantees of results.
# Sound Design and Foley Direction Use this skill to make generated media sound intentional instead of merely accompanied by music. Treat sound as story, timing, texture, space, and information. The goal is not to fill every frame with effects; it is to decide what the audience must feel, notice, understand, or believe at each moment, then design sounds that support that job. ## Evidence stance Do
What does the sound-design-foley skill do?
Provider-independent sound design and Foley direction for generated media. Use when an agent must plan, prompt, source, generate, edit, mix, hand off, repair, or QA sound effects, Foley, ambience, impacts, transitions, UI/product audio, emotional sound design, or accessibility-safe captions for videos, ads, trailers, animation, avatar clips, explainers, games/trailers, product films, and social edits.
How do I install it?
Run `npx skills add calesthio/generative-media-skills --skill sound-design-foley --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From calesthio/generative-media-skills, a repository with 112 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.