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「sound」の検索結果

446 件 ・ 関連度順

概要と使いどころ

Design decisions for when and what sounds to use in web apps, mobile apps, and desktop native apps — plus how to create them with AI. Covers UI sound vocabulary (confirms, alerts, transitions, errors), platform conventions (iOS, macOS, Material), creating sounds with AI tools (ElevenLabs, AudioCraft, Stable Audio), Web Audio API for procedural sounds, haptic-audio pairing, and the psychology of satisfying vs. annoying UI sounds. Activate on 'app sounds', 'UI sounds', 'notification sound', 'sound design app', 'earcons', 'sonic branding', 'interaction sounds', 'feedback sounds', 'app audio', 'satisfying sounds'. NOT for professional audio engineering (use sound-engineer), Windows 3.1 retro sounds specifically (use win31-audio-design), music composition (use sound-engineer).

日本語の概要は準備中です。原文の説明を表示しています。

curiositech/windags-skills132026年10月1日 更新

Design decisions for when and what sounds to use in web apps, mobile apps, and desktop native apps — plus how to create them with AI. Covers UI sound vocabulary (confirms, alerts, transitions, errors), platform conventions (iOS, macOS, Material), creating sounds with AI tools (ElevenLabs, AudioCraft, Stable Audio), Web Audio API for procedural sounds, haptic-audio pairing, and the psychology of satisfying vs. annoying UI sounds. Activate on 'app sounds', 'UI sounds', 'notification sound', 'sound design app', 'earcons', 'sonic branding', 'interaction sounds', 'feedback sounds', 'app audio', 'satisfying sounds'. NOT for professional audio engineering (use sound-engineer), Windows 3.1 retro sounds specifically (use win31-audio-design), music composition (use sound-engineer).

日本語の概要は準備中です。原文の説明を表示しています。

curiositech/port-daddy22026年10月8日 更新

Locate CBaseEntity_EmitSoundFilter_SoundName in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseEntity_EmitSoundFilter_SoundName" (symbol CBaseEntity_EmitSoundFilter_SoundName). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CBaseEntity_EmitSoundFilter_SoundName, CBaseEntity_EmitSoundFilter_SoundName

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月10日 更新

The new frontier of audio: AI-generated music with Suno and Udio, AI sound effects with ElevenLabs, AI voice cloning, and AI audio enhancement. This skill covers the full spectrum of neural audio synthesis and manipulation. We're in an era where a single person can produce broadcast-quality audio content that would have required studios, musicians, and engineers. AI doesn't replace musical talent—it democratizes production capability. Original compositions in minutes. Custom sound design in seconds. Voice in any language instantly. The practitioners of this skill understand both the creative potential and the ethical considerations. They know when AI audio enhances creativity and when it needs human touch. They're audio directors who orchestrate AI tools like instruments in a symphony. Use when "AI music, generate music, Suno, Udio, AI audio, AI sound, generate soundtrack, background music, sound effects, audio generation, jingle, AI score, stem separation, ai-audio, music, suno, udio, sound-effects, soundtrack, generation, audio-branding, production" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1642026年1月22日 更新

Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-design" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1642026年1月22日 更新

Generate sound effects from text descriptions using ElevenLabs. Use when creating sound effects, generating audio textures, producing ambient sounds, cinematic impacts, UI sounds, or any audio that isn't speech. Supports looping, duration control, and prompt influence tuning.

日本語の概要は準備中です。原文の説明を表示しています。

calesthio/OpenMontage6.7万2026年10月4日 更新

Use when adding sound to a video or generating standalone audio with Sonilo models on Scenario via MCP: text-to-sound-effects, text-to-music, video-to-sound-effects or video-to-music from a clip, scoring silent AI video, foley, ambience, muxed video-to-video variants returning the clip with the new track mixed in, keeping speech while replacing music, or per-segment sound control. Keywords: Sonilo V1.1, SFX, soundtrack, score, keepSpeechVocal, segments, royalty-free.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9642026年10月10日 更新

Scores a riso film or reworks its score. Designs the cue list from the film's FILM.md events, builds a deterministic renderAudio() from the sound kit in studies/sound.html, iterates with tools/audio.mjs, gates determinism, length, loudness and sync, and records measured results in FILM.md. Use for "score this film", "add sound/music", "the climax is too loud", "fix the handoff at 16 s", "check the mix", sound effects, foley or a soundtrack on a riso film. Not for drawing or motion (riso-film) or changing tools/.

日本語の概要は準備中です。原文の説明を表示しています。

sevenevesai/riso-windowseat2862026年9月25日 更新

Produce, direct, generate, QA, and integrate non-speech audio with ElevenLabs Text to Sound Effects / Sound Effects API. Use when an agent needs custom SFX, foley, ambience, loops, stingers, impacts, UI sounds, musical one-shots, trailer braams, or sound-design layers for video, ads, social edits, games, apps, podcasts, audiobooks, or interactive media using ElevenLabs.

日本語の概要は準備中です。原文の説明を表示しています。

calesthio/generative-media-skills1972026年7月14日 更新

音乐制作 / 混音 (音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it in the mix' (heavy processing, 后期补救)**; **In-the-box 全数字 (ITB: DAW + 插件,召回方便,bedroom 可达专业) ⇄ 模拟硬件/outboard (analog console + 硬件,'mojo'/谐波染色 vs 召回噩梦)**; **人性化/groove/不完美 (humanize, push/pull, 'the feel') ⇄ 量化/网格/修音 (quantize to grid, pitch-correct, 'in the pocket' 靠编辑)**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — 编曲制作 arrangement/production → 录音/编程 tracking/programming → 编辑 editing (comping 选段/quantize/pitch-correct/time-align) → 混音 mixing (gain staging → balance 平衡 → EQ → compression → 空间 reverb/delay → 自动化 automation → 总线/母线处理 bus/mix-bus) → 母带 mastering (响度/EQ/限制 limiting/dither/排序+间隔) → 交付 delivery (DDP/streaming spec/stems); (c) 工具栈 — DAW (Pro Tools 录音棚标准/Ableton Live 电子+现场/Logic Pro Mac 性价比/FL Studio beatmaker/Cubase/Studio One/Reaper); 插件 (EQ: FabFilter Pro-Q/SSL/API; 压缩: 1176/LA-2A/SSL bus comp 及其复刻 Waves/UAD/Plugin Alliance; 混响: Valhalla/Lexicon/Bricasti; 调音: Auto-Tune/Melodyne; 限制器 limiter: Pro-L 2/Ozone); 硬件 (监听音箱 monitors: Yamaha NS-10/Genelec; 声学处理 acoustic treatment; 转换器 converters: Apollo/RME; 话筒 mics: U47/SM7B/57); 采样/音色 (Splice/sample packs/Kontakt/Serum 合成器); (d) 知识正典 — Mixing Secrets for the Small Studio (Mike Senior)、The Mixing Engineer's Handbook / Recording Engineer's Handbook (Bobby Owsinski)、Zen and the Art of Mixing (Mixerman)、The Art of Mixing (David Gibson 可视化)、Modern Recording Techniques、Sound on Sound 杂志、Mix With The Masters 大师课、Pensado's Place; (e) figures/流派 — 混音大师 (Chris Lord-Alge CLA 摇滚/Andrew Scheps 'Stadium' 3-bus/Tony Maserati/Manny Marroquin/Serban Ghenea 流行隐形混音/Michael Brauer multing); 制作人 (Rick Rubin 减法/氛围、Quincy Jones、Dr. Dre 完美主义、Max Martin 流行结构、Jack Antonoff、Finneas bedroom→Grammy、Metro Boomin/trap、Timbaland、Pharrell); 母带 (Bob Katz K-system/响度战争批判、Bob Ludwig、Greg Calbi); 教育者 (Mike Senior、Pensado、Warren Huart Produce Like A Pro、Dan Worrall 技术深挖); (f) 行业话术/黑话 — gain staging/headroom/LUFS/true peak/comping/bouncing/printing/stems/DI/reamp/sidechain/parallel compression 并行压缩/mid-side/bus/aux/send-return/dry-wet/transient/sibilance/de-ess/pumping/mud 浑浊/harsh 刺耳/boxy/muddy/in the pocket/the pocket/quantize/swing/groove/vibe/mojo/reference track/A/B/recall/print/glue 胶水; (g) 争议/批判 — 响度战争 loudness war (Bob Katz/Loudness Penalty/streaming 归一化 LUFS 终结了吗)、修音/Auto-Tune 之争 (artistic vs cheating)、ITB vs 模拟玄学 (硬件 'warmth' 是否安慰剂、null test 盲测)、preset/AI 混音 (iZotope/LANDR/sample-based 是否毁了 craft)、bedroom producer 民主化 vs 录音棚消亡、'loudness'/over-compression、plugin 复刻 vs 真硬件、Spotify normalization 对母带的影响、过度依赖 reference/抄袭; (h) 创意 vs 技术张力是本行业 deep tacit 知识的核心 — 大量隐性 '听感' 知识难以言传,靠 reference/学徒/千小时积累。不含: 现场扩声 live sound/PA、音乐理论/作曲 composition (虽相关但聚焦录音棚后期制作)、配乐/film scoring (虽相关但聚焦歌曲制作)、纯硬件电子工程/合成器 DIY、音乐商业/版权/发行 (虽相关但聚焦制作技艺本身)。) Master OS — automated mastery of 音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it i

日本語の概要は準備中です。原文の説明を表示しています。

swaylq/master-skill1492026年9月6日 更新

Define or extract a consistent brand voice that other skills can use. Three modes: Extract (analyze existing content), Build (interview-based), Auto-Scrape (from URL). Use when copy sounds generic, when starting any new project, when voice feels inconsistent across channels, when onboarding a new brand, or when any skill needs voice-profile.md but it doesn't exist yet. This is always the first skill to run for a new project. Make sure to use this skill whenever the user mentions tone of voice, brand personality, 'my copy all sounds the same', 'how should I sound', 'analyze my website voice', 'define my tone', or anything about making content sound more human or distinctive. Even if the user just says 'my marketing sounds generic' — that's a voice problem.

日本語の概要は準備中です。原文の説明を表示しています。

MoizIbnYousaf/marketing-cli322026年9月12日 更新

Builds a personal voice profile so Cowork writes the way you write — not like a generic AI. Use when personalizing your writing style, for capturing your communication patterns and tone, during setup after getting generic-sounding output, when training Cowork to match your voice, or when the user says "teach claude my voice", "my writing style", "output doesn't sound like me", "brand voice", "personalize output", "make it sound like me", "it sounds too formal", "it sounds too robotic", "can cowork match my tone", or "how do I get cowork to write like me".

日本語の概要は準備中です。原文の説明を表示しています。

EAIconsulting/cowork-skills-library272026年4月9日 更新

Expert-level acoustics knowledge. Use when working with sound waves, acoustic propagation, resonance, standing waves, Doppler effect, room acoustics, ultrasound, noise control, musical acoustics, or architectural acoustics. Also use when the user mentions 'sound wave', 'decibel', 'frequency', 'resonance', 'standing wave', 'Doppler effect', 'acoustic impedance', 'reverberation', 'ultrasound', 'noise control', 'harmonics', or 'sound intensity'.

日本語の概要は準備中です。原文の説明を表示しています。

luokai0/ai-agent-skills-by-luo-kai122026年5月6日 更新

Agent fallback for CBaseEntity_EmitSoundFilter (auto-generated, category: func). Locate CBaseEntity::EmitSoundFilter in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBaseEntity_EmitSoundFilter, CBaseEntity::EmitSoundFilter

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月10日 更新

blucli

無料日本語概要

BluesoundやNADのプレーヤーをコマンドで探し、再生・一時停止・停止や音量調整を行うスキル。機器のグループ管理とTuneInの検索・再生にも対応します。

  • プレーヤーを探して状態を確認したいとき
  • 再生操作と音量調整
  • プレーヤーのグループへの追加・削除
openclaw/openclaw39.2万2026年10月11日 更新

fal-ai-media

無料日本語概要

文章や画像から画像・動画を生成し、読み上げ音声や映像に合う音も作るスキル。fal.aiでモデル選びから費用見積もり、生成状況の確認まで進めます。

  • 文章からサムネイルや商品画像の作成
  • 既存画像の画風を変えたいとき
  • 静止画を動画にしたいとき
affaan-m/ECC27.7万2026年10月10日 更新

Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9642026年10月10日 更新

Use when the user asks about audio in Higgsfield videos, needs to add dialogue or lip-sync, wants sound effects or ambient sound in generated video, asks about music or BGM in output, or is using any audio-capable model (Kling 3.0, Seedance 1.5 Pro, Seedance 2.0, Veo 3/3.1, Grok Video / Grok Imagine). Also use when the user's prompt would benefit from audio direction but they haven't mentioned it. Also use when the user wants standalone audio — a soundtrack, ambience bed, multi-speaker scene audio (Seed Audio 1.0), or text-to-speech voiceover. Also use to swap or revoice the speaker in an existing video (voice_change), or to clone / create a reusable voice (create_voice → a voice_type 'element' voice usable in TTS and voice change).

日本語の概要は準備中です。原文の説明を表示しています。

OSideMedia/higgsfield-ai-prompt-skill7212026年9月27日 更新

humanizer

無料

Detects 55 AI writing patterns and rewrites text in five voice profiles so it reads like a specific human wrote it, with an optional 0-100 AI-tell score. Use when text sounds AI-generated or like a chatbot, when preparing a blog post, README, or LinkedIn post for publication, when auditing prose for AI tells, or when editing a Markdown file in place. Triggers on phrases like "humanize this", "make this sound less AI", "make this sound human", "remove AI tells", "does this read like ChatGPT", and "rewrite so it does not sound AI-generated". Pure Markdown, zero dependencies, no network calls.

日本語の概要は準備中です。原文の説明を表示しています。

Aboudjem/humanizer-skill2692026年9月7日 更新

Provider-independent sound design and Foley direction for generated media. Use when an agent must plan, prompt, source, generate, edit, mix, hand off, repair, or QA sound effects, Foley, ambience, impacts, transitions, UI/product audio, emotional sound design, or accessibility-safe captions for videos, ads, trailers, animation, avatar clips, explainers, games/trailers, product films, and social edits.

日本語の概要は準備中です。原文の説明を表示しています。

calesthio/generative-media-skills1972026年7月14日 更新

Design the Soundcraft Ui24R adapter boundary for AI-Controlled Party: dry-run, Bitfocus Companion, direct Node bridge, connection health, config, failure handling, and live-validation gates. Use whenever a task mentions Soundcraft, Ui24R, snapshots, cues, Companion, soundcraft-ui-connection, mixer bridge, or revising the adapter design.

日本語の概要は準備中です。原文の説明を表示しています。

Pantani/tdmcp492026年8月16日 更新

Replaces the voice in a video or audio file with one from the Novoads voice catalog, over the REST API. Converts the SPEECH in the source to a voice you pick, keeps the original timing so lip-sync survives, and returns audio that gets muxed back over the untouched picture locally. Casts by MEASURING the source voice against auditioned candidates instead of reading labels, refuses a source with no speech before anything is charged, fences sound effects and music so they survive from the original track, and verifies the finished file by transcribing it. Use when an actor's voice sounds robotic, flat, thin or simply wrong, and for "change the voice", "voice swap", "swap the voice on this ad", "re-voice my ad", "the actor's voice sounds bad", "make him sound human", "different voice for this video", "speech to speech", "same video better voice". Not for narrating a silent clip (that is a voice-over), not translation, and it changes neither pronunciation nor accent.

日本語の概要は準備中です。原文の説明を表示しています。

novoads/agent-skills232026年10月8日 更新

krkrz

無料日本語概要

吉里吉里Z (kirikiri Z) 本体クラス API のリファレンス。TJS2 で吉里吉里Z 上のスクリプトを書く、レビューする、デバッグするときに使う。Layer / Window / Bitmap / System / Storages / Font / Plugins / Timer / Debug / AsyncTrigger / Scripts / BinaryStream / Matrix32 / Matrix44 / Rect / ImageFunction のコア API、サウンド系 (WaveSoundBuffer / SoundBuffer / VideoOverlay)、DrawDevice (BasicDrawDevice / SDLDrawDevice / OGLDrawDevice / NullDrawDevice)、OpenGL 描画系 (Canvas / Texture / ShaderProgram / Offscreen / VertexBinder / VertexBuffer)、および主要プラグイン提供クラス (HttpRequest / GdiPlus.* / WIN32Dialog / CSVParser / LineParser / Process / Pad / MenuItem / Unzip / Zip / PSD / SimpleHTTPServer) を網羅。**呼び出されたら必ず「共通パターン」と「クロスカッティング概念」を確認し、必要な詳細クラスは doc/reference/*.md を Read しに行くこと。** TJS2 言語そのものや組み込みクラス (Array / Dictionary / Math 等) は別 skill (`tjs2`) を参照。エンジン内部構造 (C++ 実装、レンダリングパイプライン詳細) は対象外。

wamsoft/krkrz_dev102026年10月9日 更新

humanize

無料

Systematically rewrites AI-generated or AI-sounding text on web pages, documents, or pasted content to sound human. Use this skill whenever a user asks to "humanize", "de-AI", "make this sound less like AI", "rewrite to avoid AI detection", or "clean up AI writing". Also trigger when a user pastes text and asks to make it sound more natural, more human, or less robotic. The skill applies a strict deterministic rule pipeline — NOT creative rewriting — making it safe for agentic/automated use.

日本語の概要は準備中です。原文の説明を表示しています。

zhizdev/overgrow72026年5月2日 更新