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hyperframes-audiolisted

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 `/hyperframes/media-use`. Don't use for clip timing or track layout, which is `/hyperframes/hyperframes-core`.
NafisRayan/100x-Agent-Toolkit · ★ 1 · AI & Automation · score 64
Install: claude install-skill NafisRayan/100x-Agent-Toolkit
# HyperFrames Audio 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/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. `/hyperframes/media-use` owns sourcing, generation, and preprocessing. Constant `data-playback-rate` (`0.1..10`) is render-safe for picture and pitch-preserved sound when matching audio/video elements use the same timing, source offset, and rate. A speed ramp is a `rate` lane in `data-automation` (see `docs/reference/speed-ramps`); it wins over the constant and keeps pitch in preview and render. HyperFrames does not provide automatic waveform sync or drift correct