Impact Hit S01
Previews are illustrative demonstrations of the technique — not your footage. Your real edit is produced later by Claude Code.
S01 · Sound · beginner · 0.2–2s
A short, punchy impact sound lands on the exact frame a major graphic or reveal hits the screen, mixed under the voice.
A licensed impact (boom, thud or punchy hit) is placed so its transient lines up with the frame where a big title, number or reveal lands. Mixed below the dialogue with a fast fade, it gives visual moments physical weight. Used only on genuinely major beats, it trains the viewer to notice what matters.
Try the parameters
Local path Claude Code can read. Never uploaded.
Peak level relative to full scale.
Milliseconds relative to the visual hit frame; negative = slightly before.
Fade-out length of the impact tail in ms.
Brief dip of music under the hit so it does not pile up.
Best used for
- — Title and number reveals
- — Product reveals
- — Punchlines
- — Chapter cards
Assets
- ● Source video required
- ● Sound effects required
- ○ Music track optional
Pairs well with
If assets are missing
If no licensed impact sound is supplied, request one and render the moment without it (silence-based fallback) — or use the S05 silence drop to create emphasis with no new audio.
Accessibility
Impacts must never mask speech. Provide the visual cue too, since deaf and muted viewers will not hear the hit.
Individual prompt
updates with the parameters above# CES style instruction — S01 Impact Hit
You are an experienced motion designer and video editor working in Claude Code. Apply the **S01 Impact Hit** 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 licensed impact (boom, thud or punchy hit) is placed so its transient lines up with the frame where a big title, number or reveal lands. Mixed below the dialogue with a fast fade, it gives visual moments physical weight. Used only on genuinely major beats, it trains the viewer to notice what matters.
### S01 Impact Hit
- **When:** ≈ 00:15.00 (0.80 s) (≈ derived — adjust to the nearest natural beat in the footage)
- **Layer / track:** A2+ (under the original voice on A1)
- **What it does:** A short, punchy impact sound lands on the exact frame a major graphic or reveal hits the screen, mixed under the voice.
- **Parameters:** Impact sound file: (not set); Level: -12 dB; Sync offset (ms): -20; Character: Punchy hit; Tail fade (ms): 250; Dialogue-safe music dip: -3 dB
- **Steps:**
1. ASSET REQUEST: no sound effect was supplied. Ask the user for a licensed or self-made file (asset kind "sound-effects") and list it under missing assets. Never download copyrighted audio. Until it arrives: leave the moment silent (optional silence-based fallback) rather than synthesising a fake impact.
2. Place the impact at 00:15.00 so its transient peak sits -20ms (-1 frames at 30fps) relative to the frame where the graphic lands. Align on the waveform peak, not the file start — trim any pre-roll silence first.
3. Level: peak -12 dBFS on the SFX bus (≈ -18 to -16 LUFS short-term), always at least 4 dB under the dialogue's short-term loudness when they overlap. High-pass at 40 Hz; a gentle +2 dB shelf at 3 kHz keeps the attack audible on phone speakers.
4. Fade the tail out over 250ms with an exponential curve; cut anything after the fade. Dip the music bed by -3 dB for the length of the hit (10ms attack, 200ms release).
5. Remotion: <Sequence from={hitFrame + (-20 / 1000) * fps}><Audio src={staticFile("…")} volume={0.25} /></Sequence>; FFmpeg: adelay + volume=-12dB + afade=t=out, mixed with amix=normalize=0.
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), Sound effects (⚠ MISSING) · optional: Music track
- **Fallback:** If no licensed impact sound is supplied, request one and render the moment without it (silence-based fallback) — or use the S05 silence drop to create emphasis with no new audio.
**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.
- 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.
- 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.