1.1one, the cue in section 1 where the ball takes its first step down the bowl. The scaffold’s decktalk.toml has the same example in comments.
Before you start
- Build the project one time, with
decktalk build --silentordecktalk build. Thebeatsstage must resolve the cue first. - To generate the effect, put an ElevenLabs API key in
.env. Generating an effect spends credits. What spends credits lists the cost. - If you have your own audio file, you need no key. Any file that ffmpeg can read works.
1
Describe the effect
If you brought your own file, put it in the project and skip to step 4.Add a
[soundscape.sfx.<name>] table with a prompt for the ElevenLabs sound generator.decktalk.toml
decktalk soundscape writes this effect to build/sfx/tick.mp3. To use another path, add an out key to the table.2
Preview the request
Print the request without sending it. The dry run needs no key and spends nothing.Check the output path and the prompt. The effect lasts 0.5 s unless the table sets
duration_seconds.3
Generate the effect
Send the request.The command writes
build/sfx/tick.mp3. If the request and the file have not changed, a later run sends nothing. To generate the effect again, add --force.4
Place the effect on a cue
Add a
[[mix.sfx]] table that names the file, the section, and the cue id.decktalk.toml
dbsets the level of the effect. The default is -16.offsetmoves the effect by a number of seconds. The default is 0.
offset.5
Mix the effect into the video
Run the If the file is missing, or the cue did not resolve,
assemble stage. It mixes the audio again, and it records nothing.assemble prints a warning and skips the effect. The video still builds.Next
- Learn every part of the mix: Sound
- Swell or mute the underscore on a phrase: Markers
- Check what a generated effect costs: Requirements and costs