Individual skill

higgsfield-audio

Use when the user asks about audio in Higgsfield videos, needs to add dialogue or lip-sync, wants sound effects or ambient sound in generated video, asks about music or BGM in output, or is using any audio-capable model (Kling 3.0, Seedance 1.5 Pro, Seedance 2.0, Veo 3/3.1, Grok Video / Grok Imagine). Also use when the user's prompt would benefit from audio direction but they haven't mentioned it. Also use when the user wants standalone audio — a soundtrack, ambience bed, multi-speaker scene audio (Seed Audio 1.0), or text-to-speech voiceover. Also use to swap or revoice the speaker in an existing video (voice_change), or to clone / create a reusable voice (create_voice → a voice_type 'element' voice usable in TTS and voice change).

skills/higgsfield-audio/SKILL.md

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Nov 10, 2026

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Oct 25, 2026
License
MIT

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# Higgsfield Audio Prompting Guide

## QUICK FACTS
*Routing aids — read the linked sections for the full rules.*
- Native-joint audio models: Kling 3.0, Seedance 2.0 / 1.5 Pro, Veo 3/3.1, Grok — all others add audio in post [→](#which-models-support-audio)
- Four layers to consider per prompt: Dialogue / SFX / Ambient / BGM [→](#the-four-audio-layers)
- Suppressing a score: name the diegetic sound first, then the suppression as plain text; `NO BGM` vs `No music.` is OPEN (house-rulings P2-7) [→](#suppressing-music--no-bgm-is-a-spec-no-music-is-a-preference)
- Lip-sync is the most failure-prone feature: 3–8s clips, MCU framing, one speaking face, locked camera, no head-motion tokens; per-language sync-word budgets come from a third-party skill (EMPIRICAL, unmeasured here) [→](#lip-sync-rules)
- **Seedance 2.0 `@Audio1` is a conditioning INPUT** — beat sync, the `[AUDIO: Xs]` script block, and the first-15s extraction trap [→](#audio-as-a-conditioning-input--seedance-20-audio1)
- Scope an audio reference like an image one: name the property that rides, the property that must NOT, and where the excluded one comes from instead [→](#scope-an-audio-reference--say-which-property-rides)
- Multi-clip assembly: one master track · cuts land on musical punctuation, never inside a sung vowel (ECU mouth-match is the one exception) · unified grain + LUT masks batch color drift [→](#cutting-to-music--assembling-separately-generated-clips-on-one-track)
- Cinema Studio 3.0 native joint audio (SCELA): describe audio as a separate section; specific foley beats generic moods [→](#cinema-studio-30-audio-businessteam-plan)
- **Seed Audio 1.0** (`seed_audio`, standalone) = whole-scene audio in ONE pass — multi-speaker dialogue + music + SFX + ambience mixed [→](#scene-audio-generation--seed-audio-10)
- Standalone Audio catalog (2026-09-26 snapshot): `seed_audio`, `qwen_audio_tts` (Qwen 3.0 TTS Flash — gained `batch_size` 1–4 on 2026-09-26, the only audio change since 08-01), `text2speech_v2` (5 engines incl. cozy_voice), plus 3 game-pipeline-only tools — distinct from in-video joint audio [→](#standalone-audio-tab--tool-catalog-2026-09-26-snapshot)
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