/design-engineering sound
Raw markdown On GitHubreferences/commands/cmd-sound.md
Taught in
title: cmd-sound summary: "/design-engineering sound [target]" — decide which moments earn a sound, design one material family, generate the files (ElevenLabs if keyed, offline synth or CC0 if not), wire them in, and return a sound map. tags: [command, sound, decide, build]
Posture: decide, then build. If the user only asked whether something should make a sound, answer from sound-decision-framework in one line and stop.
Product UI
- Read sound-decision-framework, sound-palette, sound-spec, sound-playback-web, gotchas and pov. A POV that raises the sound floor wins.
- Classify every proposed moment and reject most of them: the hundredth use has to pass, not only the first.
- Write the surviving family as a manifest shaped like
scripts/sound-family.example.json. Runnode scripts/sound-family.mjs <manifest> --out <dir>, with--dry-runfirst if credits matter. It uses ElevenLabs whenELEVENLABS_API_KEYis set and the offline synthesizer otherwise (sound-generation-elevenlabs, sound-generation-open-source). - Wire it up: the mute toggle defaults to off, audio unlocks on the first gesture, and each transient lands on the contact frame (sound-motion-sync).
A video
Pick the register first (launch-video-sound).
- A derived register (a dry reveal, a bed with clicks, or product-camera foley): write a cue sheet from the locked timeline (sound-from-motion), then run
node scripts/sound-sheet.mjs cues.json --out stem.wav --report. - A beat track or a voice-over: place it per launch-video-music.
- Designed effects follow designed-sfx-anatomy, and every recording passes sound-licensing.
Output
A sound map table (Moment | Sound | Material / contour | Length | Trigger | Why), then the file list and the playback wiring.
You may delegate to the sound-designer subagent where the host has it.