From grimoire
Plans a film or video sound mix by establishing dialogue/SFX/music hierarchy, level relationships per scene, and a mix plan tied to the narrative's emotional arc before entering the DAW mixing session.
How this skill is triggered — by the user, by Claude, or both
Slash command
/grimoire:design-sound-mix-planThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Plan a film or video sound mix by establishing the dialogue/music/SFX hierarchy, designing level relationships for each scene type, and mapping the mix to the emotional arc before entering the DAW mixing session.
Plan a film or video sound mix by establishing the dialogue/music/SFX hierarchy, designing level relationships for each scene type, and mapping the mix to the emotional arc before entering the DAW mixing session.
Adopted by: Professional film sound mixing (supervised by a Re-Recording Mixer) follows a hierarchical workflow: dialogue → SFX/ambience → music — always in that priority order. Dolby, DTS, and IMAX mixing standards define loudness normalization and dynamic range targets. Academy Award-winning sound teams (Christopher Boyes, Gary Rydstrom, Skip Lievsay) consistently describe pre-session mix planning as essential to efficient and artistically coherent results. Impact: An unplanned sound mix produces inconsistent levels across scenes, music that fights dialogue, and ambience that fills the wrong emotional register. The three-element hierarchy (dialogue > SFX > music) reflects how audiences process narrative: intelligibility of dialogue is always primary; sound effects establish reality; music governs emotion. Violating this hierarchy — music drowning dialogue, SFX masking critical story information — breaks the story's communication and is the most common amateur mixing error.
The fundamental rule of narrative film sound:
Priority order:
Exception: action sequences where dialogue is absent — SFX and music may be prioritized; still serve the story.
Set technical targets before creative mixing begins:
Use a loudness meter (iZotope RX, Nugen Loudness Toolkit, or DAW built-in meter) to measure and target these values.
Categorize each scene and define the mix treatment:
| Scene type | Dialogue level | SFX level | Music treatment |
|---|---|---|---|
| Quiet dialogue | Full; very present | Low or absent | Absent or barely present |
| Dramatic confrontation | Full; elevated pressure | Minimal ambience | Subtle underscore; don't compete |
| Action sequence | Below ambience | Primary; full dynamic range | Score drives energy |
| Exterior/nature | Clear but with space | Ambience prominent | Minimal or absent |
| Emotional beat (no dialogue) | N/A | Gentle; supportive | Music primary |
| Crowd/public setting | Clearly audible above crowd | Crowd provides ambience | Optional |
Pre-map each scene to one of these categories — it becomes the mixing brief for each scene.
Ambience (room tone, exterior environment) creates the acoustic world:
SFX (specific sounds): foley (performed sync sounds for physical actions), hard SFX (explosions, impacts, specific events), background SFX (distant city, rain on window):
Plan where music enters and exits across the whole project:
Musical transitions: ensure music doesn't abruptly enter or exit; plan for 2–5 second fade-in/out at cue edges; musical transitions between scenes may be placed before or after the picture cut for deliberate effect.
Critical mixing decisions must be made at reference monitoring level:
Final mix QC checklist:
npx claudepluginhub jeffreytse/grimoire --plugin grimoireCreates a sound design plan for film projects based on CAS/SMPTE standards, covering production audio, sound design, music, and mix strategy.
Professional mixing methodology for audio engineering. Guides through pre-mix analysis, phase checking, gain staging, EQ decisions, compression selection, spatial processing, and automation. Encodes the decision-making process of a senior mix engineer backed by Phantom MCP measurement tools. Use this skill whenever the user wants to mix stems or tracks, balance a mix, make EQ or compression decisions, set up signal chains, choose compressor types, solve frequency conflicts between instruments, set up spatial processing (reverb, delay, panning), automate volume or effects, or compare their mix against a reference. Also use when the user mentions muddy mixes, harsh frequencies, buried vocals, kick/bass conflicts, or any mixing problem -- even if they don't say "mix" explicitly.
Defines a game's sonic identity by building an audio bible at .summer/audio-bible.md. Pins music style, SFX vocabulary, dynamic music plan, and spatial/mix rules from reference tracks and art direction.