skill
Hyperframes Audio
نبذة
**Plugin installs:** Before setup or freshness commands, follow [plugin execution rules](../hyperframes/references/plugin-installation.md) when this skill is inside a HyperFrames plugin. Standalone installs keep the update instructions below.
# 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-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..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 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.
## How it fits together
Two authoring surfaces write those attributes; two runtimes read them through the same builders. That shared middle is why preview predicts the render.
```mermaid 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| preview ```
The 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 ins
التثبيت
شغل هذا الأمر
npx skills add heygen-com/hyperframesيعمل مع
خطوات التثبيت
Install with `npx skills add heygen-com/hyperframes`, or clone the repository and copy the `skills/hyperframes-audio` folder into your Claude skills directory.
أسئلة شائعة
كيف أثبت Hyperframes Audio؟
شغل هذا الأمر في الطرفية:
npx skills add heygen-com/hyperframesمع أي أدوات ذكاء اصطناعي تعمل Hyperframes Audio؟
تعمل مع claude_app، claude_code، claude_api، cursor، codex، windsurf، cline، zed.
من طور Hyperframes Audio؟
طورها heygen-com.
هل Hyperframes Audio مجانية؟
نعم، يمكنك استخدامها مجانا.
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