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cccskills

「audio」の検索結果

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概要と使いどころ

Sends voice messages (audio) to Feishu chats using Duby TTS.

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。

luokai0/ai-agent-skills-by-luo-kai122026年5月6日 更新

Auto-transcribe voice messages using faster-whisper (local, no API key needed).

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。

luokai0/ai-agent-skills-by-luo-kai122026年5月6日 更新

Creates complete newsletter editions for the Flow Factor Newsletter on Beehiiv. Generates full newsletter text (1,200-1,500 words), SEO metadata, subject lines, header illustration prompts, and NotebookLM audio briefing prompts. Use when user asks to write a newsletter, create email content, plan newsletter editions, or produce Beehiiv-ready content.

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。

hartmut-ux/ai-marketing-team122026年7月2日 更新

Turn an audio track into a timed `## Scene N` script: song sections → per-scene durations, auto mode adds mood + lip-sync lines. Triggers 'music video', 'from the song', 'cut to the beat'.

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。

event4u-app/agent-config112026年10月13日 更新

When turning a locked still + blueprint into a provider-tuned motion prompt — camera, primary + secondary motion, physics, native-audio sync. Triggers 'motion prompt for Veo/Kling/Sora'.

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。

event4u-app/agent-config112026年10月13日 更新

whisper

無料

Modelo de reconhecimento de fala de propósito geral da OpenAI. Suporta 99 idiomas, transcrição, tradução para inglês e identificação de idioma. Seis tamanhos de modelo, de tiny (39M parâmetros) a large (1550M parâmetros). Use para speech-to-text, transcrição de podcasts ou processamento de áudio multilíngue. Melhor para ASR robusto e multilíngue.

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。

artubss/SKILLS-CLAUDE-CODE112026年5月17日 更新

Use this Canvas-owned clean-room skill when working with Remotion or React-based video generation. Trigger for Remotion projects, compositions, sequences, frame-based animation, rendering, captions, audio, video assets, templates, and debugging programmatic video output.

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。

canvascoding/canvas-notebook112026年10月14日 更新

Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use `hyperframes-animation`.

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。

EthanYoQ/Skill-hub112026年10月5日 更新

media-use

無料

Agent Media OS, the single skill for every media need in a HyperFrames project. Resolve BGM, SFX, image, icon, brand logo, voice, color grade, or LUT into a frozen local file or paste-ready block + ledger record (one verb, `resolve`); generate via TTS / music / image models when the catalog misses; produce voiceover, transcription, captions, and background removal through one shared audio engine; operate on media (cut / reframe / transform); and reuse assets across projects. Also use for vague feedback that real footage looks dark, flat, boring, should feel retro/camcorder/print/ASCII, needs privacy, or needs a media reveal.

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。

EthanYoQ/Skill-hub112026年10月5日 更新

GodoMaster — Godot 4.x game development intelligence: GDScript, nodes/scenes, 2D/3D rendering, physics, animation, UI, audio, input, shaders, networking, performance, export, file I/O, testing, localization, AI behavior, asset pipeline, and architecture tooling. Complete workflow for indie and professional game development based on official Godot documentation.

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。

Aetik-yue/GodoMaster112026年9月20日 更新

Validate Commodore 64 SID 6581/8580 sound emulation in EMULATORS, including $D400-$D7FF register decoding, voices, frequency, pulse width, control bits, ADSR/envelope behavior, oscillator sync/ring/noise/test, filters, volume DAC/sample clicks, paddles, read-only registers, mirrors, and reSID integration. Use when Codex reviews or edits SID, Sound, audio wrapper, register, filter, waveform, envelope, or mapped SID behavior.

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。

Commnets/EMULATORS102026年10月9日 更新

Design and implement unit, conformance, integration, timing, boot, trace, video, audio, and regression tests for EMULATORS processors, chips, peripherals, and complete machines. Use when creating a verification strategy for a new emulator, converting hardware documentation into tests, adding diagnostic programs or golden artifacts, measuring behavioral coverage, or proving that components interact correctly.

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。

Commnets/EMULATORS102026年10月9日 更新

Azure AI VoiceLive SDK for Java. Real-time bidirectional voice conversations with AI assistants using WebSocket. Triggers: "VoiceLiveClient java", "voice assistant java", "real-time voice java", "audio streaming java", "voice activity detection java".

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。

JantonioFC/skillsbank92026年8月4日 更新

Build real-time voice AI applications using Azure AI Voice Live SDK (azure-ai-voicelive). Use this skill when creating Python applications that need real-time bidirectional audio communication with Azure AI, including voice assistants, voice-enabled chatbots, real-time speech-to-speech translatio...

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。

JantonioFC/skillsbank92026年8月4日 更新

Azure OpenAI SDK for .NET. Client library for Azure OpenAI and OpenAI services. Use for chat completions, embeddings, image generation, audio transcription, and assistants. Triggers: "Azure OpenAI", "AzureOpenAIClient", "ChatClient", "chat completions .NET", "GPT-4", "embeddings", "DALL-E", "Whis...

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。

JantonioFC/skillsbank92026年8月4日 更新

AI voice generation, text-to-speech, and voice synthesis via inference.sh CLI. Models: Kokoro TTS, DIA, Chatterbox, Higgs, VibeVoice for natural speech. Capabilities: multiple voices, emotions, accents, long-form narration, conversation. Use for: voiceovers, audiobooks, podcasts, video nar...

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。

JantonioFC/skillsbank92026年8月4日 更新

Build multi-step AI content creation pipelines combining image, video, audio, and text. Workflow examples: generate image -> animate -> add voiceover -> merge with music. Tools: FLUX, Veo, Kokoro TTS, OmniHuman, media merger, upscaling. Use for: YouTube videos, social media content, market...

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。

JantonioFC/skillsbank92026年8月4日 更新

Process and generate multimedia content using Google Gemini API. Capabilities include analyze audio files (transcription with timestamps, summarization, speech understanding, music/sound analysis up to 9.5 hours), understand images (captioning, object detection, OCR, visual Q&A, segmentation), pr...

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。

JantonioFC/skillsbank92026年8月4日 更新

Create AI avatar and talking head videos with OmniHuman, Fabric, PixVerse via inference.sh CLI. Models: OmniHuman 1.5, OmniHuman 1.0, Fabric 1.0, PixVerse Lipsync. Capabilities: audio-driven avatars, lipsync videos, talking head generation, virtual presenters. Use for: AI presenters, expla...

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。

JantonioFC/skillsbank92026年8月4日 更新

AI-powered presentation generation via the 2slides API — create slides from text, match a reference image style, summarize documents into decks, add AI voice narration, and export pages/audio. Use for any "make slides", "create a deck", or "slides from this document" request.

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。

JantonioFC/skillsbank92026年8月4日 更新

songsee

無料

Generate spectrograms and feature-panel visualizations from audio with the songsee CLI.

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。

x402agent/SolanaOS92026年7月23日 更新

Write openFrameworks prototypes into the lab — real C++ (ofApp.h, ofApp.cpp, main.cpp) that builds into an app with the projectGenerator and make. Use for native/desktop sketches, performance-sensitive work, OpenGL, audio input, sensors, anything that has to be an application rather than a page.

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。

vecnode/vncode82026年10月13日 更新

Load Remotion best practices for React video creation, including animations, composition setup, assets, audio, captions, sequencing, transitions, media metadata, Three.js, Tailwind, and rendering patterns. Use when creating, editing, debugging, or reviewing Remotion 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。

SDiamante13/dotfiles82026年10月2日 更新

Knowledge base from the FAA Human Factors Design Standard (HF-STD-001B, 2016) — the FAA's consolidated human-factors / human-systems-integration design criteria for systems it manages, operates, or maintains. Use for requirement-level design rules on: general human-factors design principles; automation and function allocation; designing equipment for maintenance; displays, controls, and visual indicators; alarms, audio, and voice communications; the computer-human interface (information presentation, coding, interaction styles, windows, dialogue); keyboards, input devices, and workstation/workplace ergonomics; system security, personnel safety, environment, anthropometry, and user documentation; plus intended-use and tailoring guidance. It is a quantified, source-attributed synthesis (heavily citing MIL-STD-1472G, MIL-HDBK-759C, DOD-HFDG-ATCCS, NUREG-0700, NASA-STD-3000, ANSI, OSHA, ISO 9241). Complements nasa-hsi as a parallel HSI tradition from the civil-aviation domain. Scope limits: it is design criteria, NOT an HSI lifecycle/process model (use nasa-hsi, nasa-npr-7123, or dau-se-guidebook for process); it does NOT reproduce the third-party standards it cites; it is FAA-acquisition-oriented (ATC, towers, TRACONs, airway facilities), not a general consumer-UX guide; and it is thin on modern touchscreen/mobile, web, and AI-driven interface patterns and on quantitative human-reliability analysis.

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。

jgsystemsconsulting/jgs-se-knowledge-packs82026年10月9日 更新