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「audio」の検索結果

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概要と使いどころ

Provider-independent production workflow for AI avatar spokesperson videos, including presenter briefs, consent and likeness rights, disclosure and platform labeling, casting, localization, performance direction, brand fit, claims review, lip-sync/audio QA, accessibility, approvals, and delivery packages. Use when creating synthetic presenter videos, corporate explainers, training modules, sales/support avatars, localization spokespeople, product announcements, compliance videos, or social avatar clips.

日本語の概要は準備中です。原文の説明を表示しています。

calesthio/generative-media-skills2022026年7月14日 更新

This skill should be used when the user wants to query their Google NotebookLM notebooks for citation-backed, source-grounded answers, or manage notebooks, sources, and Studio content (audio, report, video, infographic, presentation, data table, flashcards, quiz, mind map). It drives the @roomi-fields/notebooklm-mcp engine — via the notebooklm MCP tools when they are available in the session, otherwise via its HTTP REST API — and covers Google login, citation formats, the daily-quota-aware batch/ingestion pattern, and source discovery.

日本語の概要は準備中です。原文の説明を表示しています。

roomi-fields/notebooklm-mcp1932026年9月4日 更新

Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout. Use when the user wants to port official Godot to WeChat Mini Game, refresh a nearby 4.6-based port, or inspect the shipped patch/source bundle for WXMEMFS, `wx.request`, audio cleanup, display/input, WXGLX dual-path rendering, `.wasm.br`, and `wx.exitMiniProgram`. This skill is version-locked to the bundled upstream base and must not be described as a generic “Godot 4.x” patch dump.

日本語の概要は準備中です。原文の説明を表示しています。

godothub/godot-minigame1912026年9月16日 更新

workrally

無料

WorkRally CLI (workrally) — 面向 AI Agent 的 AIGC 漫剧视频创作全流程工具集。支持 AI 生图、AI 生视频、视频提示词优化、画布生音频/音乐、混元 3D 模型生成、AI 生音频、项目/剧集/场次/分镜的完整 CRUD、资产库、媒资管理、无限画布、文件上传下载等。Use when user asks to generate images, generate videos, generate audio, generate music, generate 3d, optimize video prompts, manage projects, series, shots, upload files, download assets, manage materials, or interact with WorkRally platform via command line.

日本語の概要は準備中です。原文の説明を表示しています。

Tencent/workrally1692026年9月29日 更新

Automate and script DaVinci Resolve workflows. Use when a user asks to script DaVinci Resolve via Python/Lua API, automate color grading, batch render projects, manage timelines programmatically, automate media import, build render queues, create Fusion compositions via script, automate Fairlight audio processing, manage project databases, build custom tool scripts, or integrate Resolve into production pipelines. Covers the Resolve Scripting API (Python/Lua), Fusion scripting, and workflow automation.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1662026年10月14日 更新

Automate video editing in Blender's Video Sequence Editor with Python. Use when the user wants to add video, image, or audio strips, create transitions, apply effects, build edit timelines, batch assemble footage, estimate render times, or script any VSE workflow from the command line.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1662026年10月14日 更新

Master the AI tools that generate unlimited content at scale. From stunning images to professional videos, voiceovers to compelling copy - create content that used to require entire teams. Use when "need images, create video, generate content, voiceover, marketing visuals, social media content, ad creative, content, images, video, audio, writing, marketing, creative" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Specialist in creating size-optimized real-time audio-visual demos and procedural artUse when "demoscene, size coding, 64k intro, 4k intro, 1k intro, tiny code, shader golf, shader minification, procedural demo, bytebeat, pouet, demo party, real-time procedural, demoscene, size-coding, 64k-intro, 4k-intro, shader-optimization, procedural, webgl, graphics" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

The craft of producing creative assets that communicate brand, product, and message effectively. Creative communications bridges strategy and execution—translating brand positioning and marketing goals into visual, audio, and interactive experiences that resonate with audiences. This skill covers creative briefing, creative production workflows, asset creation, creative feedback, and cross-channel creative adaptation. Great creative communications amplifies strategy; it doesn't replace it. Use when "creative, creative brief, assets, video, motion, animation, creative production, photoshoot, visual content, creative review, ad creative, creative feedback, creative, production, video, motion, assets, briefs, feedback, visual-content" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

The orchestration layer for AI-native creative production. This skill coordinates multiple AI tools—video, image, audio, digital humans, effects—into cohesive campaigns, productions, and creative systems. As AI tools proliferate, the challenge shifts from "can we create this?" to "how do we orchestrate these capabilities into something coherent?" The AI Creative Director thinks in systems, not tools. In pipelines, not one-offs. In brand consistency across AI-generated assets. This is where creative vision meets technical orchestration. The AI Creative Director doesn't just use AI tools—they compose them into creative instruments that produce at scales and speeds previously impossible. Use when "AI creative director, orchestrate AI, AI campaign, multi-tool, AI workflow, AI pipeline, coordinate AI, AI production, AI creative system, full AI production, AI at scale, orchestration, creative-direction, ai-production, workflow, pipeline, multi-tool, scale, quality-control" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

AgentCall (agentcall.dev) — Join a video meeting (Google Meet, Teams, Zoom) as an AI bot with voice and visual presence. Supports audio-only mode with voice intelligence (barge-in, interruptions), text-to-speech mode, and webpage modes for custom UI. Use when asked to join a call, attend a meeting, or participate in a video conference.

日本語の概要は準備中です。原文の説明を表示しています。

pattern-ai-labs/agentcall1652026年9月16日 更新

Remotion video production best practices — spring animations, interpolation patterns, SVG draw-on effects, scene transitions, chart animations, audio integration, and rendering. Use when building programmatic videos with Remotion, creating animated content, or producing marketing videos with code.

日本語の概要は準備中です。原文の説明を表示しています。

thatrebeccarae/claude-marketing1642026年5月15日 更新

Azure AI Content Understanding SDK for Python workflow skill. Use this skill when the user needs Azure AI Content Understanding SDK for Python. Use for multimodal content extraction from documents, images, audio, and video and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

日本語の概要は準備中です。原文の説明を表示しています。

diegosouzapw/awesome-omni-skills1602026年7月8日 更新

Azure AI Content Understanding SDK for Python workflow skill. Use this skill when the user needs Azure AI Content Understanding SDK for Python. Use for multimodal content extraction from documents, images, audio, and video and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

日本語の概要は準備中です。原文の説明を表示しています。

diegosouzapw/awesome-omni-skills1602026年7月8日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

日本語の概要は準備中です。原文の説明を表示しています。

swaylq/master-skill1552026年9月6日 更新

Use when adding, organizing, registering, or loading non-code files (images, audio, video) in a Pixi'VN project — local assets processed by PixiJS AssetPack vs. online/remote-hosted assets, the AssetsManifest/bundle/alias system, where to edit the manifest for each case, and when to load bundles (at startup, in the background, per-label, per-route). Load this before writing any code that references an image/sound/video path directly, or before adding entries to a manifest.

日本語の概要は準備中です。原文の説明を表示しています。

DRincs-Productions/pixi-vn1512026年10月1日 更新

Convert a file from one format to another inside the container — documents, images, audio, video. Routes to the right engine (pandoc, LibreOffice, ImageMagick, ffmpeg) by format pair. Triggers on "convert X to Y", "turn this docx into a pdf", "make a gif from this mp4", "md to docx", "batch-convert these images", or any single-file or batch format change where the source and target extensions differ. NOT for editing content (use docx/pptx/xlsx/pdf skills), creating files from scratch, or reading a file you already have in context.

日本語の概要は準備中です。原文の説明を表示しています。

oaustegard/claude-skills1512026年10月13日 更新

Use when the user wants text turned into an audiobook / read aloud — they give a passage, a file, a URL, or a VoiceDrop article and want an mp3 narration with expressive voices. Triggers — "做成有声书", "朗读出来", "读给我听", "念出来", "read aloud", "/wjs-voicedrop-reading-aloud".

日本語の概要は準備中です。原文の説明を表示しています。

jianshuo/claude-skills1322026年10月13日 更新

Use when the user has an SRT (or transcript text) in one language and wants it translated to another, with punctuation-bounded re-segmentation so cues end at real sentence breaks. Simplified Chinese (zh-CN) and English (en) are first-class targets; other targets follow the same rules. Outputs a target-language SRT or bilingual SRT — no audio, no burn-in. Triggers — "翻译字幕", "翻成中文", "translate this SRT", "中英双语字幕", "把这个 SRT 翻译成 X", "bilingual subtitles".

日本語の概要は準備中です。原文の説明を表示しています。

jianshuo/claude-skills1322026年10月13日 更新

Thin orchestrator for the end-to-end video localization pipeline. Routes to the four focused sub-skills — /wjs-transcribing-audio, /wjs-translating-subtitles, /wjs-dubbing-video, /wjs-burning-subtitles. Use when the user asks for full localization in one go ("帮我把这个西班牙语视频做成中文字幕+配音", "translate and dub this video", "做完整的本地化"). For any individual step (just transcribe, just translate, just dub, just burn), invoke the sub-skill directly — it's faster and the boundary is cleaner.

日本語の概要は準備中です。原文の説明を表示しています。

jianshuo/claude-skills1322026年10月13日 更新

Use when the user has 2+ recordings of the same event (each with a `.sync.json` sidecar from wjs-syncing-multicam) and wants them combined into a single MP4 — auto-switching between cams second-by-second on audio energy, with optional picture-in-picture inset. Triggers — "auto-edit multicam", "做个剪辑", "切几个机位", "把这几个视频合成一个", "combine these angles", "PiP overlay".

日本語の概要は準備中です。原文の説明を表示しています。

jianshuo/claude-skills1322026年10月13日 更新

Use when the user has a video + an SRT and wants the subtitles either burned into the pixels (libass, always-visible) or soft-muxed as a togglable track. Also handles the final composite step for the localization pipeline — burn subs, mix a dub track, and keep the original audio as a low-volume bed, all in ONE ffmpeg encode (no cascade). Verifies libass availability and auto-downloads a static evermeet ffmpeg build when Homebrew's stripped binary lacks it. Triggers — "烧字幕", "硬字幕", "burn subtitles", "burn-in subs", "embed subtitle", "soft mux SRT", "把字幕烧进视频", "做最终合成".

日本語の概要は準備中です。原文の説明を表示しています。

jianshuo/claude-skills1322026年10月13日 更新

Edit, trim, cut, caption, subtitle, reframe, combine, add background music to, or export video, audio, and image files through Cassette. Use this skill whenever the user asks to change, preview, or render a media file in the project — even if they never say "Cassette" or name a tool — for example "trim the intro off demo.mp4", "add subtitles to this clip", "make me a 30-second cut with music", "why is there dead air at the start". Drives the local Oh My Cassette stdio MCP tools in Codex or Claude as one multi-turn conversation with the Cassette agent, with per-turn timeline previews, guided questions, and rendering only on explicit export.

日本語の概要は準備中です。原文の説明を表示しています。

Cassette-Editor/oh-my-cassette1202026年10月6日 更新

This skill should be used when the user asks to "make a video with Remotion", "create a programmatic/data-driven video in React", "render an MP4/GIF from code", "animate with useCurrentFrame/interpolate/spring", "sync video to audio/beats", or "render a templated video per record headlessly". Covers building React compositions and rendering them via CLI or @remotion/renderer.

日本語の概要は準備中です。原文の説明を表示しています。

iart-ai/motion-design-skills1172026年6月22日 更新