Dynamic Voice Ducking S08
Previews are illustrative demonstrations of the technique — not your footage. Your real edit is produced later by Claude Code.
S08 · Sound · intermediate · 5–600s
The music bed automatically dips whenever someone speaks and swells back in the pauses, keeping every word clear.
A sidechain or transcript-driven gain automation lowers the music by a set amount while dialogue is active, with a fast attack and a slower, natural release. The music can be full and present between sentences without ever fighting the voice. It is the single most important mix move for talking videos with a music bed.
Try the parameters
ms for the music to dip after speech starts.
ms for the music to recover after speech stops.
ms the dip starts before the first word (transcript method).
Integrated LUFS target for the voice.
Best used for
- — Talking-head videos with music
- — Podcasts and interviews
- — Tutorials
- — Vlogs
Assets
- ● Source video required
- ● Music track required
- ○ Transcript with timing optional
Pairs well with
If assets are missing
With no music bed there is nothing to duck — skip the style. If the voice track cannot be separated from the music, use transcript-based keyframes instead of a sidechain.
Accessibility
Ducking directly improves intelligibility for hard-of-hearing viewers; err on deeper ducks (-12 dB or more) for dense speech.
Individual prompt
updates with the parameters above# CES style instruction — S08 Dynamic Voice Ducking You are an experienced motion designer and video editor working in Claude Code. Apply the **S08 Dynamic Voice Ducking** 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** — A sidechain or transcript-driven gain automation lowers the music by a set amount while dialogue is active, with a fast attack and a slower, natural release. The music can be full and present between sentences without ever fighting the voice. It is the single most important mix move for talking videos with a music bed. ### S08 Dynamic Voice Ducking - **When:** Applies to the whole video - **Layer / track:** A2+ (under the original voice on A1) - **What it does:** The music bed automatically dips whenever someone speaks and swells back in the pauses, keeping every word clear. - **Parameters:** Method: Sidechain compressor (voice keys the music); Duck amount: -12 dB; Attack (ms): 30; Release (ms): 400; Look-ahead (ms): 40; Dialogue target (LUFS): -14 - **Steps:** 1. Across the whole video, duck the supplied music bed under dialogue by -12 dB. The music is user-supplied or licensed only; if none is supplied, request it and skip this step. 2. Use the dialogue as the sidechain key: ffmpeg -filter_complex "[music][voice]sidechaincompress=threshold=0.03:ratio=6:attack=30:release=400:makeup=1[ducked]" — tune threshold so the music reaches about -12 dB of gain reduction on normal speech. 3. Bring dialogue to -14 LUFS integrated with gentle gain only. Between sentences the music may rise to about -20 LUFS short-term; under speech it should sit around -26 LUFS short-term. 4. Listen to every transition: no pumping on short words, no music swell inside a single sentence (raise release or merge gaps if it pumps). 5. Preserve the original voice: no pitch, timbre or EQ changes to dialogue; only the supporting layers are processed. Final pass: true peak ≤ -1 dBTP (loudnorm two-pass) and confirm with ebur128. - **Assets:** Source video (⚠ MISSING), Music track (⚠ MISSING) · optional: Transcript with timing - **Fallback:** With no music bed there is nothing to duck — skip the style. If the voice track cannot be separated from the music, use transcript-based keyframes instead of a sidechain. **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.
- S06Beat SynchronizationThe supplied music is analysed for beats and downbeats, and cuts, zooms and graphic entrances are snapped to that measured beat map.
- S07Subtle Foley AccentsQuiet taps, clicks and soft slides play on the frames where on-screen buttons are pressed or objects move, adding tactile realism.
- 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.