captions-overlay
Overlay doctrine for the embedded-captions workflow — the caption MODEL (drop / rail / embed) and the rule that captions are an OVERLAY composited on top of…
Use when audio already placed in a HyperFrames composition needs to be mixed: fade-in/fade-out, crossfade, track gain or volume, volume automation, ducking, a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation,
$ npx -y skills add heygen-com/hyperframes --skill hyperframes-audio --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/hyperframes-audioContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when audio already placed in a HyperFrames composition needs to be mixed: fade-in/fade-out, crossfade, track gain or volume, volume automation, ducking, a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation,
name: hyperframes-audio description: > Use when audio already placed in a HyperFrames composition needs to be mixed: fade-in/fade-out, crossfade, track gain or volume, volume automation, ducking, a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation, delay, reverb, chorus, phaser, bitcrush), automation envelopes drawn on a track's volume or any effect parameter, or one submix bus carrying a chain, a fader and an automation clock for several tracks at once (`<hf-audio-group>`). Don't use for sourcing or generating audio — finding BGM, SFX, or making a voiceover is `/media-use`. Don't use for clip timing or track layout, which is `/hyperframes-core`.
A mix is a set of relationships, not a stack of processors. Two tracks that each sound right alone can be unlistenable together, and the fix is almost never "turn one down" — it is finding what they are fighting over and giving it to whichever one needs it. Every tool here exists to express one of those relationships.
Effects live on the element as `data-fx-chain`, and preview and render run the same Web Audio graph — the studio in a live context, the engine in an offline one inside the browser it already drives. There is one implementation of each effect, so what you hear while scrubbing is what gets written. You never tune twice.
Clip timing remains `/hyperframes-core`: audio/video trims and source ranges use `data-start`, `data-duration`, and `data-media-start`, and crossfades overlap clips on different tracks. This skill owns placed-track fade-in/fade-out, crossfade envelopes, track gain/track volume, volume and effect automation, ducking/voiceover carve, and the effect chain. `/media-use` owns sourcing, generation, and preprocessing.
Constant `data-playback-rate` (`0.1..5`) is render-safe for picture and pitch-preserved sound when matching audio/video elements use the same timing, source offset, and rate. Source speed ramps are not supported because there is no rate envelope; preprocess a derived synchronized asset. HyperFrames does not provide automatic waveform sync or drift correction. For copyable cut/crossfade/retime recipes, use `/hyperframes-core` → `references/creator-editing-recipes.md`.
Three attributes carry everything, on the audio/video element itself — or, for the first two, on an `<hf-audio-group>` bus (see "One bus for many tracks"):
| Attribute | Holds | | ----------------- | --------------------------------------------------------- | | `data-fx-chain` | the effects, in signal order | | `data-automation` | envelopes on this track's volume or its effect parameters | | `data-fx-carve` | the carve's own settings, so it can be re-derived |
The shipped effect families are gain, EQ (highpass, lowpass, peaking, shelves), compressor, limiter, gate, saturate, delay, reverb, chorus, phaser, and bitcrush.
Exact JSON for each, and the rules a lane must satisfy: `references/attributes.md`. Every effect with its parameters, ranges and units: `references/fx-registry.md`. How to work out what is wrong with a file you cannot hear: `references/diagnosis.md`. **Presets, named jobs and one-knob profiles, plus a symptom-to-fix table: `references/presets.md`** — read that before hand-building a chain, because one of the presets or named jobs usually already names the problem.
Two authoring surfaces write those attributes; two runtimes read them through the same builders. That shared middle is why preview predicts the render.
flowchart TB
voice["voice track<br/>media file"]
bed["music bed<br/>media file"]
subgraph AUTHOR["Authoring — the only things that write attributes"]
panel["Studio<br/>Voiceover carve control"]
script["scripts/carve.mjs<br/>detects the pair, dynamic by default"]
analysis["core/audioCarve.ts<br/>carveProfile · analyseCarveBands<br/>analyseCarveDuck · analyseCarveDynamics"]
panel --> analysis
script --> analysis
end
voice --> analysis
bed --> analysis
subgraph ATTRS["Written onto the bed element"]
carveAttr["data-fx-carve<br/>source · strength · dynamic"]
chainAttr["data-fx-chain<br/>peaking xN + gain, tagged fromCarve"]
autoAttr["data-automation<br/>a lane per carved parameter"]
end
analysis --> carveAttr
analysis --> chainAttr
analysis --> autoAttr
subgraph SHARED["One implementation, read by both"]
build["audioFxGraph.ts · buildFxChain"]
sched["audioFxAutomation.ts · scheduleChainAutomation"]
end
chainAttr --> build
autoAttr --> sched
build --> preview["Preview<br/>live AudioContext<br/>attachElementFxChain"]
sched --> preview
build --> render["Render<br/>OfflineAudioContext in the headless browser<br/>applyAudioFxChain"]
sched --> render
preview --> heard["what you hear while scrubbing"]
render --> wav["processed WAV<br/>+ chainTailSeconds so the mix lets the tail through"]
wav --> mix["engine · audioMixer<br/>volume lane baked into the PCM here, not in the graph"]
mix --> out["the rendered mix"]
edit["editing the attribute mid-playback"] -.->|MutationObserver| previewThe carve's own settings are never read at playback — the chain and lanes it produced are what play. `data-fx-carve` exists so strength can be changed on an existing carve instead of guessed back out of the filters.
Inside a carved bed the signal runs through the dips first, then the level match, then anything you built yourself — which is why a limiter you add still acts as the last ceiling:
flowchart LR src["decoded bed"] --> p1["peaking<br/>400 Hz"] p1 --> p2["peaking<br/>1 kHz"] p2 --> p3["peaking<br/>1.6 kHz"] p3 --> g["gain<br/>level match"] g --> hand["your own effects<br/>e.g. limiter"] hand --> dest["track gain, then out"] l1["lane fx.n1.gain"] -.->|"envelope of the
Repo: heygen-com/hyperframes
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