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/higgsfield-audio

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

From plugin
higgsfield-ai-prompt-skill
82935 skills3 commands

Claude Code

$ npx -y skills add OSideMedia/higgsfield-ai-prompt-skill --skill higgsfield-audio --agent claude-code

SKILL.md

higgsfield-audio.SKILL.md
name: higgsfield-audio
description: >
  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).
user-invocable: true
metadata:
  tags: [higgsfield, audio, dialogue, lip-sync, SFX, ambient, sound, BGM, music, voice, seed-audio, scene-audio, TTS, voice-change, voice-clone]
  version: 3.9.1
  updated: 2026-09-26
  parent: higgsfield

Higgsfield Audio Prompting Guide

QUICK FACTS

*Routing aids — read the linked sections for the full rules.*

  • Native-joint audio models: Kling 3.0, Seedance 2.0 / 1.5 Pro, Veo 3/3.1, Grok — all others add audio in post [→](#which-models-support-audio)
  • Four layers to consider per prompt: Dialogue / SFX / Ambient / BGM [→](#the-four-audio-layers)
  • Suppressing a score: name the diegetic sound first, then the suppression as plain text; `NO BGM` vs `No music.` is OPEN (house-rulings P2-7) [→](#suppressing-music--no-bgm-is-a-spec-no-music-is-a-preference)
  • Lip-sync is the most failure-prone feature: 3–8s clips, MCU framing, one speaking face, locked camera, no head-motion tokens; per-language sync-word budgets come from a third-party skill (EMPIRICAL, unmeasured here) [→](#lip-sync-rules)
  • **Seedance 2.0 `@Audio1` is a conditioning INPUT** — beat sync, the `[AUDIO: Xs]` script block, and the first-15s extraction trap [→](#audio-as-a-conditioning-input--seedance-20-audio1)
  • Scope an audio reference like an image one: name the property that rides, the property that must NOT, and where the excluded one comes from instead [→](#scope-an-audio-reference--say-which-property-rides)
  • Multi-clip assembly: one master track · cuts land on musical punctuation, never inside a sung vowel (ECU mouth-match is the one exception) · unified grain + LUT masks batch color drift [→](#cutting-to-music--assembling-separately-generated-clips-on-one-track)
  • Cinema Studio 3.0 native joint audio (SCELA): describe audio as a separate section; specific foley beats generic moods [→](#cinema-studio-30-audio-businessteam-plan)
  • **Seed Audio 1.0** (`seed_audio`, standalone) = whole-scene audio in ONE pass — multi-speaker dialogue + music + SFX + ambience mixed [→](#scene-audio-generation--seed-audio-10)
  • Standalone Audio catalog (2026-09-26 snapshot): `seed_audio`, `qwen_audio_tts` (Qwen 3.0 TTS Flash — gained `batch_size` 1–4 on 2026-09-26, the only audio change since 08-01), `text2speech_v2` (5 engines incl. cozy_voice), plus 3 game-pipeline-only tools — distinct from in-video joint audio [→](#standalone-audio-tab--tool-catalog-2026-09-26-snapshot)
  • **Voice change** (`voice_change`) swaps the speaker in a finished video, keeping timing and visuals — no prompt; priced by duration. **Voice cloning** (`create_voice`) makes a reusable `voice_type: 'element'` voice — usable only once `completed` + `is_audio_eligible` [→](#voice-change-and-voice-cloning)

Which Models Support Audio?

| Model | Audio type | Dialogue | SFX | Ambient | BGM | Lip-sync | |-------|-----------|----------|-----|---------|-----|----------| | Kling 3.0 / Omni (Omni: not in the API catalog) | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ Multi-language | | Seedance 2.0 | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ Multi-language | | Seedance 1.5 Pro | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ Best lip-sync | | Veo 3 / 3.1 | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ English best | | Grok Video (Grok Imagine) | Native joint | ✅ | ✅ | ✅ | ✅ | ✅ | | All other models | ❌ | — | — | — | — | — |

**"Native joint"** means audio and video are generated simultaneously in one pass — not layered on after. This produces natural synchronization without post-production.

Models without native audio: add audio in post with Lipsync Studio or external tools.

---

The Four Audio Layers

Every audio-capable prompt should consider four layers. You don't need all four in every prompt, but knowing which to include gives the model clear direction.

1. Dialogue — What characters say

Put dialogue in quotes. Be explicit about who speaks, their tone, and language.

She says: "We need to leave. Now."
He whispers: "Not yet."

**Best practices:**

  • Keep dialogue short — 1-2 sentences per character per shot
  • Specify emotional tone: "says urgently", "whispers", "shouts across the room"
  • For non-English: specify language and dialect → `She speaks in Cantonese: "走啦"`
  • For Seedance 1.5 Pro: supports English, Chinese (incl. Sichuanese, Cantonese,

Taiwanese Mandarin, Shanghainese), Japanese, Korean, Spanish, Indonesian

2. SFX — Specific sound events tied to action

Describe SFX at the point they happen. Tie them to visible actions.

The glass shatters on the floor — sharp crack, then settling tinkle.
Footsteps on wet concrete — splashing, rhythmic.
A door slams shut — heavy metal, echoing.

**Best practices:**

  • One SFX description per action beat
  • Use onomatopoeia sparingly — descriptive phrases work better than "BANG" or "CRASH"
  • Tie timing to action: "as she sets the cup down" not "cup sound at 4 seconds"

3. Ambient — Background soundscape

Set the acoustic environment. This is the continuous sound bed.

Ambient: quiet café murmur, espresso machine, rain against windows.
Ambient: forest at night — crickets, distant owl, gentle wind through leaves.
Ambient: busy intersection — traffic, horns, construction in the distance.

**Best practices:**

Read more
@osidemedia
Ships withhiggsfield-ai-prompt-skill

A comprehensive Claude skill library for generating high-quality prompts on Higgsfield AI — the cinematic video and image generation platform.

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Questions about higgsfield-audio.

Which coding agents can use higgsfield-audio?
higgsfield-audio installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.