Beat Synchronization S06
Previews are illustrative demonstrations of the technique — not your footage. Your real edit is produced later by Claude Code.
S06 · Sound · advanced · 5–120s
The supplied music is analysed for beats and downbeats, and cuts, zooms and graphic entrances are snapped to that measured beat map.
The music track is run through beat and downbeat detection to produce a frame-accurate beat map. Edits and animation keyframes are then placed on those markers — downbeats for big moments, off-beats for small accents — and the music is trimmed to start and end on bar lines. The edit and the soundtrack feel like one piece instead of a video with a song pasted under it.
Try the parameters
Local path Claude Code can read. Never uploaded.
0 = detect automatically. Otherwise used to confirm detection.
Short-term loudness of the bed while someone speaks.
Best used for
- — Music-driven reels
- — Montages and recaps
- — Product teasers
- — Event highlights
Assets
- ● Source video required
- ● Music track required
- ○ Transcript with timing optional
Pairs well with
If assets are missing
No music supplied: request a licensed or self-owned track. Until then, sync to speech phrasing from the transcript and leave the music lane empty — never download a copyrighted song.
Accessibility
Beat-synced edits can get very fast; keep a minimum shot length of ~0.5s and ensure music never masks dialogue.
Individual prompt
updates with the parameters above# CES style instruction — S06 Beat Synchronization You are an experienced motion designer and video editor working in Claude Code. Apply the **S06 Beat Synchronization** technique to the supplied footage as specified below. **B. Project configuration:** 1080×1920, 9:16, 30 fps · Source video: not provided — ask the user for the path before starting · Video language (on-screen text & captions): English **Sound** — The music track is run through beat and downbeat detection to produce a frame-accurate beat map. Edits and animation keyframes are then placed on those markers — downbeats for big moments, off-beats for small accents — and the music is trimmed to start and end on bar lines. The edit and the soundtrack feel like one piece instead of a video with a song pasted under it. ### S06 Beat Synchronization - **When:** Applies to the whole video - **Layer / track:** A2+ (under the original voice on A1) - **What it does:** The supplied music is analysed for beats and downbeats, and cuts, zooms and graphic entrances are snapped to that measured beat map. - **Parameters:** Music track: (not set); Tempo hint: 0 bpm; Sync to the beat: Cuts + zoom/graphic accents; Beat division: Every beat; Sync tolerance: 1 frames; Music level under voice: -22 dB - **Steps:** 1. ASSET REQUEST: no music track was supplied. Ask the user for a licensed or self-made file (asset kind "music") and list it under missing assets. Never download copyrighted audio. Until it arrives: build the edit on speech phrasing only and leave a clearly marked empty music lane. 2. Analyse the track: beat + downbeat detection (librosa.beat.beat_track with onset envelope, or madmom for downbeats); export beats.json with time (s) and frame at 30fps. Report the detected tempo. Never invent a grid without analysis. 3. Use every beat, with downbeats marked as strong as sync points. 4. Place cuts on strong beats and zoom/graphic accent keyframes on the remaining beats, within ±1 frame(s) of a marker, never mid-word. 5. Trim the music to start on a downbeat and end on a bar line (cut at a zero crossing with a 10ms fade). Mix the bed at -22 LUFS short-term under speech and up to -16 LUFS in speech-free passages. 6. Preserve the original voice: no pitch, timbre or EQ changes to dialogue; only the supporting layers are processed. Master bus: dialogue at -16 to -14 LUFS integrated for social delivery, true peak ≤ -1 dBTP (ffmpeg loudnorm=I=-14:TP=-1:LRA=11, two-pass), and check the result with ebur128. - **Assets:** Source video (⚠ MISSING), Music track (⚠ MISSING) · optional: Transcript with timing - **Fallback:** No music supplied: request a licensed or self-owned track. Until then, sync to speech phrasing from the transcript and leave the music lane empty — never download a copyrighted song. **G. Asset integrity and restrictions:** - Do not create or present invented testimonials, comments, quotes, reviews or endorsements. - Do not fabricate numbers, metrics, charts or results. Data visualisations use only the supplied data. - Do not create fake screenshots or UI and present them as real. Illustrative graphics must be clearly illustrative. - Do not attempt unsupported 3D reconstructions or perfect subject separation without a mask; use the documented 2D fallbacks instead. **I. Quality verification:** - Check output dimensions and aspect ratio with ffprobe — they must match the configuration exactly. - Check the output frame rate and that the duration is within ±0.5 s of the target. - Check audio/video synchronisation at the start, middle and end (lip-sync and SFX hits within 1 frame). - Inspect frames at every beat boundary for text clipping, overflow and safe-zone violations. - Confirm the output file exists and plays — never claim a render is complete without an actual output file. - Report any missing asset or unimplemented effect explicitly.
More sound styles
Pair sound accents with visual events. Only licensed or user-supplied audio is used.
- S01Impact HitA short, punchy impact sound lands on the exact frame a major graphic or reveal hits the screen, mixed under the voice.
- S02Cinematic WhooshA whoosh swells into a big transition and peaks on the cut, panned in the direction of the on-screen motion.
- S03Tension RiserA rising swell climbs in pitch and volume for a few seconds and cuts off right on the frame of an important reveal.
- S04Keyboard TicksSoft, varied key clicks play in sync with each character of an on-screen typing animation, quiet enough to sit under the voice.
- S05Silence DropThe music and effects fall away to near-silence for a breath just before a major line, so the statement lands in a quiet room.
- S07Subtle Foley AccentsQuiet taps, clicks and soft slides play on the frames where on-screen buttons are pressed or objects move, adding tactile realism.
- S08Dynamic Voice DuckingThe music bed automatically dips whenever someone speaks and swells back in the pauses, keeping every word clear.
- S09Transition Bass PulseA single short sub-bass thump marks a chapter change, felt more than heard, with the music briefly ducking around it.
- S10Outro Audio ResolveThe music is edited to land on its final chord as the last frame arrives, then rings out in a controlled tail to silence.