用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/a5c-ai/babysitter --skill sound-design-direction命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
Reference for querying the Atlas knowledge graph through its MCP tools — the SECONDARY enrichment/comparison layer that adds best-practice context to systems you have ALREADY scanned from your real sources (`az`, repos, dirs). Use when you need to look up nodes, edges, kinds, clusters, stats, or wiki pages in Atlas to compare against your real inventory. (atlas graph, query atlas, atlas mcp, search the graph, graph neighbors, atlas record, atlas kinds, enrichment layer)
Atlas turns your STATED NEED into a real systems atlas by SCANNING your actual sources (Azure via `az`, git repos, local dirs) and process/data mining them, THEN enriching against the Atlas knowledge graph. Use this skill when asked to inventory/map your real systems, scan your cloud + repos + directories, mine the real processes or data they contain, or collect their real constraints/gotchas. (atlas, scan my systems, inventory our azure account, map my repos, real systems atlas, process mining, data mining, collect nuances, system discovery)
This skill should be used when the user asks to "find skills in the wild", "assimilate popular workflows", "discover SKILL.md files in repos", "research external skills", "find workflow patterns", "survey the skill landscape", "what skills exist out there", or wants to investigate public repositories for extractable processes, babysitter plugins, and reusable procedural insights. Searches GitHub for SKILL.md files, classifies repos by archetype, and maintains structured research under docs/reference-repos/.
正在显示 SKILL.md
基于 SOC 职业分类
| name | sound-design-direction |
| id | SK-FTV-010 |
| version | 1.0.0 |
| description | Create comprehensive audio design including music cues, sound effects, Foley, and score direction |
| specialization | film-tv-production |
| graph | {"domains":["domain:arts-culture"],"skillAreas":["skill-area:audio-processing","skill-area:media-encoding","skill-area:content-strategy"],"roles":["role:creative-director","role:media-engineer"]} |
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 |