Individual skill
nvidia-maxine-audio-effects
Use NVIDIA Maxine / NVIDIA AI for Media audio effects for speech cleanup and enhancement in live or offline media pipelines, including Background Noise Removal, denoise+dereverb, room echo removal, acoustic echo cancellation, audio super-resolution, Studio Voice, Speaker Focus, and Voice Font. Use when selecting, integrating, prompting around, QAing, or privacy-reviewing NVIDIA AFX SDK or BNR NIM workflows for conferencing, broadcast, podcast, avatar, ad, social, and video post-production audio.
skills/providers/audio-enhancement/nvidia-maxine-audio-effects/SKILL.md
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- agent Repository topic
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- ai-audio Repository topic
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- generative-media Repository topic
- engineering Derived category
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# NVIDIA Maxine audio effects
Use this skill to plan and operate NVIDIA Maxine Audio Effects, now under NVIDIA AI for Media, as an audio cleanup and enhancement stage. Treat it as a production and integration skill, not as a sound-generation prompt recipe: the core work is choosing the correct effect, preparing audio correctly, protecting speaker rights, running the SDK or NIM in the right runtime, and proving that the processed speech is clearer without damaging the performance.
Facts below were verified against official NVIDIA documentation on 2026-07-10. Re-check NVIDIA docs, NGC, and license terms before quoting exact model profiles, supported GPUs, SDK versions, file limits, or access requirements in a production proposal.
## Capability boundaries
NVIDIA documents these Audio Effects SDK capabilities:
- `denoiser` / Background Noise Removal (BNR): remove common background noises from speech while preserving natural speech as much as possible.
- `dereverb`: suppress room echo/reverberation from recordings made in reflective rooms.
- `dereverb_denoiser`: use the combined denoise + dereverb model when both noise and reverb are present; do not chain separate denoiser and dereverb effects when NVIDIA provides the combined effect for that case.
- `aec`: acoustic echo cancellation for live bidirectional communication. This is not the same as dereverb; it needs near-end microphone audio plus a far-end/reference signal.