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Agent Skill · 研究检索

sound-design-film(声音设计电影)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

sound-design-film 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 27,430。

总安装 3,387周安装 150GitHub Stars 85下载 1,073核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:sound-design-film(声音设计电影)
来源仓库:https://github.com/guia-matthieu/clawfu-skills
仓库路径:skills/sound-design-film
安装命令:
npx skills add https://github.com/guia-matthieu/clawfu-skills --skill sound-design-film
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/guia-matthieu/clawfu-skills --skill sound-design-film

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

sound-design-film 用于辅助界面设计、视觉规范与交互体验优化,尤其面向影视级应用。适合在 Codex、Claude、Cursor、Gemini CLI 中构建高保真原型与动效规划。通过 npx skills add 命令从 GitHub 仓库安装,输出需兼顾性能与美学平衡。

使用时请确保设计元素不侵犯版权或品牌规范。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/sound-design-film

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/guia-matthieu/clawfu-skills --skill sound-desi…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

sound-design-film 怎么安装?

在终端执行 npx skills add https://github.com/guia-matthieu/clawfu-skills --skill sound-design-film。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

sound-design-film 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

sound-design-film 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

sound-design-film 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

sound-design-film 用的人多吗?

公开数据是累计安装 3,387 次,近一周安装 150 次,下载 1,073 次,GitHub 85 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

sound-design-film 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
sound-design-film

声音设计电影 · 本页

3,38785只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Sound Design (Murch Method)

Apply Walter Murch's legendary film sound principles to marketing video, creating emotionally resonant audio that audiences feel without consciously noticing.

When to Use This Skill

  • Designing sound for brand films and documentaries
  • Creating emotional impact in video ads
  • Layering music, effects, and voice effectively
  • Building immersive soundscapes for content
  • Elevating production value through audio
  • Understanding why certain videos "feel" professional

Methodology Foundation

Source: Walter Murch - Sound Designer, 3x Oscar Winner (Apocalypse Now, The English Patient)

Core Principle: "Sound is a passport-free traveler—it sneaks under the radar and creates emotional effects that audiences attribute to the visuals." Great sound design is invisible; viewers feel it but don't consciously notice it. The goal is emotional truth, not technical perfection.

Why This Matters: Most marketers focus 90% on visuals and 10% on audio, when audio carries 50% of the emotional impact. Murch's principles, developed over 50+ years of filmmaking, transform ordinary video into compelling experiences.

What Claude Does vs What You Decide

Claude DoesYou Decide
Structures production workflowFinal creative direction
Suggests technical approachesEquipment and tool choices
Creates templates and checklistsQuality standards
Identifies best practicesBrand/voice decisions
Generates script outlinesFinal script approval

What This Skill Does

  1. Prioritizes sound elements - The correct hierarchy: dialogue → story sounds → music → effects → foley
  2. Applies the Law of Two and a Half - Strategic layering for maximum impact
  3. Creates authentic space - Worldizing technique for believable environments
  4. Designs emotional arcs - Sound that supports narrative without calling attention to itself
  5. Balances clarity and richness - Clean enough to understand, complex enough to feel real

How to Use

Design Sound for Video

Help me design the sound approach for this video:
[describe video content]
Emotional goal: [what should viewers feel]
Current audio: [what you have]

Review Sound Mix

Review this sound design approach and suggest improvements:
[describe current audio layers]
Issues I'm noticing: [problems]

Create Sound Brief

Create a sound design brief for my video editor/sound designer:
Video: [describe]
Brand: [tone/personality]
References: [similar work]

Instructions

When applying Murch's principles, follow this methodology:

Step 1: Establish the Sound Hierarchy

Murch's priority order for mixing—lower numbers take precedence.

## The Murch Hierarchy

1. DIALOGUE
   The spine of the piece. Everything else supports this.
   "If you can't hear what they're saying, nothing else matters."

2. KEY STORY SOUNDS
   The sounds essential to narrative comprehension.
   Examples: Phone ringing that starts the scene, door slam that ends it

3. MUSIC
   Emotional foundation and pacing.
   Supports but never competes with dialogue.

4. EFFECTS
   Environmental sounds, action sounds, transitions.
   Creates context and reality.

5. FOLEY
   Subtle human sounds: footsteps, clothing rustle, object handling.
   Adds life and presence.

---

Rule: Each layer yields to those above it.
Music ducks when dialogue begins.
Effects clear space for key story sounds.

Step 2: Apply the Law of Two and a Half

Murch's principle for complexity in sound layering.

## The Law of Two and a Half

"Beyond three similar sounds playing simultaneously,
something chemical happens—the brain stops tracking
individual elements and perceives a new, unified sensation."

### How to Use It

**For Realism**: Layer 3+ similar sounds
- City ambience: traffic + distant horns + pedestrians + AC hum
- Result: Feels like a real city, not "sound effects"

**For Clarity**: Stay under 3 elements
- Dialogue scene: voice + subtle music + room tone
- Result: Clear, focused, intelligible

**For Impact**: Cross the threshold intentionally
- Climax moment: Layer multiple hits, impacts, swells
- Result: Overwhelming sensation (use sparingly)

### Practical Application

| Scene Type | Recommended Layers | Example |
|------------|-------------------|---------|
| Dialogue-heavy | 2-3 | Voice, music bed, light ambience |
| Emotional peak | 4-6 | Voice, score, effects, foley, room |
| Transition | 1-2 | Music, light effects |
| Action | 4+ | Multiple effects, hits, music |

Step 3: Use Worldizing

Murch's technique for authentic acoustic space.

## Worldizing Technique

**What It Is**:
Play recorded audio through speakers in a real space,
re-record it with microphones to capture the room's acoustic character.

**Why It Works**:
Stock music and studio recordings sound "too perfect."
Worldizing adds the imperfections that make audio feel real and present.

### DIY Worldizing for Marketers

**Option 1: Physical Worldizing**
1. Play your music/VO through a speaker in the space you're depicting
2. Record with a microphone capturing room reflections
3. Blend with original for desired effect
4. Example: Music playing from a "radio" in scene

**Option 2: Digital Worldizing**
1. Use convolution reverb with impulse responses of real spaces
2. Apply room simulation plugins
3. Add subtle distortion/EQ to simulate speaker playback
4. Roll off highs and lows to simulate distance

**Option 3: Practical Recording**
1. Record actual room tone in your location
2. Layer beneath all other audio
3. This single element dramatically increases perceived realism

### When to Use

✓ Music that's "source" (playing in the world, not underscore)
✓ Flashback sequences
✓ Documentary-style content
✓ "Behind the scenes" feeling
✓ Any time you want audio to feel "there" vs. "added"

Step 4: Design Emotional Arcs

Sound should support the story's emotional journey.

## Sound-Emotion Mapping

### Build Your Arc

1. **Identify Key Emotional Beats**
   - What should viewer feel at 0:00? 0:30? 1:00? End?
   - Map the emotional journey

2. **Assign Sound Strategies to Each Beat**

   | Emotion | Sound Strategy |
   |---------|---------------|
   | Tension | Sustained tones, rising pitch, reduced elements |
   | Release | Musical resolution, fuller spectrum, exhale sounds |
   | Intimacy | Close mic perspective, reduced ambience, whisper range |
   | Power | Low end emphasis, layered impacts, space/reverb |
   | Joy | Bright frequencies, uptempo, organic sounds |
   | Melancholy | Minor keys, sparse arrangement, room tone |
   | Urgency | Fast pacing, compressed dynamics, clipping/distortion |

3. **Create Transitions**
   - Sound bridges between emotional states
   - Pre-lap audio (sound starts before visual cut)
   - Post-lap audio (sound continues after visual cut)

### Example: 60-Second Brand Film Arc

0:00-0:15: PROBLEM (Tension)
- Minimal music, discordant undertones
- Harsh office sounds, fluorescent hum
- Tight, dry vocal treatment

0:15-0:35: DISCOVERY (Curiosity → Hope)
- Music enters subtly, builds
- Sound design softens
- More space in mix

0:35-0:55: SOLUTION (Confidence)
- Full musical support
- Warm, rich sound design
- Open, confident vocal treatment

0:55-1:00: RESOLUTION (Satisfaction)
- Music resolves
- Key brand sound/sonic logo
- Comfortable silence

Step 5: The Sound Brief

Document your sound vision for collaborators.

## Sound Design Brief Template

### Project Overview
**Title**:
**Length**:
**Deliverable**: [Video file with mixed audio / Stems / etc.]

### Emotional Journey
[Describe the arc from start to finish]

### Sound Hierarchy for This Project
1. [What's most important?]
2. [Second priority]
3. [Third priority]

### Specific Requirements

**Music**:
- Mood:
- Instrumentation:
- References:
- Rights: [Licensed / Original / Stock]

**Voice**:
- Treatment: [Dry, intimate / Produced / Processed]
- Perspective: [Close / Room / Distant]

**Effects/Ambience**:
- Key sounds needed:
- Environment:
- Worldizing needed: [Yes/No]

**Sonic Branding**:
- Logo/mnemonic at: [timestamp]
- Other brand sounds:

### Reference Mix
[Link to video/audio that captures desired sound]

### Technical Specs
- Delivery format:
- Loudness target:
- Stems needed:

Examples

Example 1: Brand Documentary Sound Design

Context: Creating a 3-minute brand film about a coffee company's sourcing journey.

Input:

Help me design the sound approach for a 3-minute documentary about our coffee sourcing. We follow beans from Colombian farms to the final cup. Goal: viewers should feel the care and craft that goes into every cup.

Output:

Sound Design Approach: Coffee Journey Documentary

Emotional Arc

TimestampSceneEmotionSound Strategy
0:00-0:30Farm morningWonder, possibilityNature ambience, no music, world awakening
0:30-1:15HarvestingCraft, rhythmRhythmic work sounds, subtle Latin guitar
1:15-1:45ProcessingTransformationIndustrial + organic blend, building music
1:45-2:30Journey/roastingAnticipationTravel sounds, roaster warmth, crescendo
2:30-3:00Final cupSatisfactionResolution, intimate, human connection

Sound Hierarchy (This Project)

  1. Environment/Ambience (unusual—visuals carry story, sound creates place)
  2. Key Story Sounds (coffee beans, machines, pour)
  3. Music (supportive, never leading)
  4. Voice (if any—keep minimal)

Layer-by-Layer Design

ACT 1: The Farm (0:00-1:15)

*Ambience (always present)*:

  • Dawn birds, Colombia-specific species (research exact sounds)
  • Mountain atmosphere, thin air, distance
  • Subtle livestock in background
  • Wind through coffee plants (distinctive rustling)

*Key Story Sounds*:

  • Handpicking sounds: leaf movement, bean snap, basket drop
  • Footsteps on soil (worldize these—record on actual dirt)
  • Human breath during work (close mic for intimacy)

*Music*:

  • First 30 seconds: NO music. Let nature speak.
  • 0:30: Introduce single acoustic guitar, traditional Colombian feel
  • Simple, repetitive pattern matching work rhythm

ACT 2: Processing (1:15-1:45)

*Transition*: Water sound (washing beans) bridges farm to facility

*Ambience*:

  • Water processing sounds (washing, flowing)
  • Machinery hum (light industrial)
  • Wooden drying beds (beans rolling, rakes)

*Key Story Sounds*:

  • Bean pile movement (ASMR quality—microphone close)
  • Sorting sounds (hands moving through beans)
  • Quality check sounds (beans dropping, examining)

*Music*:

  • Slightly fuller arrangement
  • Add subtle percussion matching machinery rhythms
  • Maintain organic feel despite industrial setting

ACT 3: Journey & Roasting (1:45-2:30)

*Transition*: Vehicle sounds, movement, time passing

*Ambience*:

  • Roastery atmosphere: warmth, activity
  • Coffee roasting (the crackling "first crack" is gold)
  • Steam, machine cycles

*Key Story Sounds*:

  • Bean transformation sounds (cracking, expansion)
  • Roaster drum rotation
  • Timer/bell sounds
  • Bag filling, sealing

*Music*:

  • Building to emotional peak
  • Fuller instrumentation
  • Tempo increases slightly with anticipation

ACT 4: The Cup (2:30-3:00)

*Transition*: Music softens, focus narrows

*Ambience*:

  • Quiet café or home environment
  • Clock ticking (time slowing down)
  • Soft room tone

*Key Story Sounds*:

  • Grinding (close mic, ASMR quality)
  • Water pouring
  • First sip (subtle, not gross)
  • Cup setting down

*Music*:

  • Resolves to simple, warm conclusion
  • Maybe returns to single guitar from opening
  • Natural fade, not abrupt end

Production Notes

Worldizing Requirements:

  • All farm ambience should feel "outdoor close" not "stock library"
  • Roastery sounds should have that warm, slightly compressed industrial character
  • Final café should feel intimate, close perspective

Critical Sound Moments:

  • 0:45: First close-up of hands picking—this needs ASMR quality
  • 1:35: First crack of roasting beans—record real, don't fake
  • 2:50: Pouring the cup—the sound of liquid matters enormously

Example 2: Product Launch Video Sound

Context: 45-second tech product reveal video.

Input:

I'm creating a 45-second product reveal for a new smartphone. Sleek, premium, innovative. How should the sound support this?

Output:

Sound Design: Smartphone Reveal

Key Sound Principles for Tech Reveals

1. Precision Over Complexity

  • Tech products = clean, intentional sounds
  • Each sound element should feel designed, not accidental
  • Less is more; silence is powerful

2. Materiality Matters

  • Sound should convey product materials (glass, aluminum, ceramic)
  • Premium = resonant, clear, controlled
  • Cheap = hollow, thin, rattly

3. Sync is Everything

  • Every visual gesture needs exact audio response
  • Precision communicates quality
  • Off-sync = amateur

Sound Breakdown

0:00-0:05: Darkness/Anticipation

  • Deep bass swell (subsonic, felt not heard)
  • Single high frequency "spark" at 0:04
  • Tension through restraint

0:05-0:15: First Reveal

  • Product appears: Custom designed "emergence" sound

- Glass resonance tone - Subtle mechanical precision click - Brief harmonic sustain

  • Music: Minimal electronic pulse begins
  • Space: Large reverb, premium positioning

0:15-0:30: Feature Showcase

  • Each feature reveal gets custom sound:

- Screen: Glass surface tap + interface woosh - Camera: Mechanical lens sound (designed) - Speed: Rapid data sounds, crisp and quick

  • Music: Building, but never overwhelming visuals
  • Transitions: Designed whooshes, never stock

0:30-0:40: Hero Moment

  • Full product beauty shot
  • Music reaches peak but stays controlled
  • Product interaction sounds (subtle touch, rotation)
  • Space becomes intimate (closer perspective)

0:40-0:45: Logo/End

  • Music resolves cleanly
  • Sonic logo or brand sound
  • Clean tail, not abrupt cut
  • Silence is the final statement

Sound Design Specifications

Custom Sounds Needed:

  1. Product appearance sound (2-3 versions to test)
  2. Screen interaction (tap, swipe, response)
  3. Camera activation
  4. Hardware button (premium click, not clacky)
  5. Transition wooshes (3 variations)
  6. Sonic logo sting

Music Guidance:

  • Style: Minimal electronic, Scandinavian clean aesthetic
  • Tempo: 90-100 BPM (controlled, confident)
  • No obvious drops or builds; subtle dynamics
  • Reference: Apple keynote music energy, not EDM

Technical:

  • Deliver -14 LUFS for web
  • Preserve dynamic range (don't over-compress)
  • Ensure clean playback on phone speakers

Checklists & Templates

Sound Design Checklist

## Pre-Production
□ Emotional arc mapped
□ Sound hierarchy defined
□ Reference videos collected
□ Brief written for team/collaborators
□ Music direction established

## Production
□ Key sounds identified and sourced/recorded
□ Ambience layers built
□ Worldizing applied where needed
□ Music selected/composed
□ Sound follows Murch hierarchy

## Mix
□ Dialogue/narration clear at all times
□ Music ducks under speech
□ Law of Two and a Half considered
□ Emotional beats hit correctly
□ Transitions feel natural
□ Space/perspective consistent

## Quality Control
□ Listened on headphones
□ Listened on laptop speakers
□ Listened on phone
□ No jarring level changes
□ Technical specs met

Quick Sound-Emotion Reference

## Sound Elements by Desired Emotion

TRUST / WARMTH
- Major keys, resolved harmonies
- Acoustic instruments
- Warm low-mids
- Moderate pace
- Human breath/presence sounds

EXCITEMENT / ENERGY
- Uptempo, driving rhythm
- Bright frequencies
- Layered impacts
- Rising pitch/energy
- Quick cuts in design

SOPHISTICATION / PREMIUM
- Restrained, precise
- Clean sine tones
- Controlled reverb
- Designed silence
- Quality over quantity

URGENCY / TENSION
- Sustained tones
- Dissonance
- Reduced low end
- Rising pitch
- Compressed dynamics

Skill Boundaries

What This Skill Does Well

  • Structuring audio production workflows
  • Providing technical guidance
  • Creating quality checklists
  • Suggesting creative approaches

What This Skill Cannot Do

  • Replace audio engineering expertise
  • Make subjective creative decisions
  • Access or edit audio files directly
  • Guarantee commercial success

References

  • Walter Murch. "In the Blink of an Eye" (1995) - Editing philosophy that applies to sound
  • Walter Murch. Krotos Interview - Detailed discussion of techniques
  • Michel Chion. "Audio-Vision: Sound on Screen" (1994) - Theory of audiovisual relationships
  • FilmSound.org - Worldizing technique documentation

Related Skills


Skill Metadata (Internal Use)

name: sound-design-film
category: audio
subcategory: sound-design
version: 1.0
author: MKTG Skills
source_expert: Walter Murch
source_work: Apocalypse Now, The English Patient, In the Blink of an Eye
difficulty: advanced
estimated_value: $1,000-5,000 per project (equivalent sound design)
tags: [sound-design, film, video, emotional-design, murch, worldizing]
created: 2026-01-26
updated: 2026-01-26

平台分布

Codex

32.93%
按下载量换算353

Claude

29.85%
按下载量换算320

Cursor

19.17%
按下载量换算206

Gemini CLI

9.82%
按下载量换算105

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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