Sound design direction
Babysitter enforces obedience on agentic workforces and enables them to manage extremely complex tasks and workflows through deterministic, hallucination-free self-orchestration
npx -y skills add a5c-ai/babysitter --skill sound-design-directionAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
What its author says it does
Copied from the file, not written here
Create comprehensive audio design including music cues, sound effects, Foley, and score direction
SKILL.md
5.9 KB, as published. Nobody here has run it
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