AUDIO / SFX — Tactile Foley

Coordinate Category: Diegetic Foley, Physical Impacts & Sound Design
Status: Primary Core Triad Coordinate


1. Purpose & Functional Role

[AUDIO] and [SFX] direct concrete physical sound effects, mechanical prop interactions, environmental foley, and tactile impacts. They anchor the visual physics on screen with precise auditory realism.


2. Formatting & Syntax Rules

  • Tags: Use [AUDIO] or [SFX] interchangeably for diegetic sound effects.
  • Description Style: Keep descriptions physical, tactile, and tied to materials:
    • [AUDIO] Cardboard scraping across rough concrete
    • [SFX] Heavy wooden thump of dropped metronome on oak
    • [SFX] Sharp metallic latch click
    • [AUDIO] Wet boot footsteps splashing in shallow mud

3. Auditory State Persistence

Sound memory does not automatically carry over in video generation engines. If a physical sound effect or creature noise spans multiple Macro-State lines, restate the cue in each line where it remains active:

  • Line 1: [CAM 01] -> [ACT] Evan freezes -> [AUDIO] Low guttural animal growl
  • Line 2: [CAM 01] -> [ACT] Evan reaches for knife -> [AUDIO] Low animal growl continues

4. Placement in Macro-States

Foley cues typically immediately follow the physical action or camera move that motivates them: [CAM 02] -> [ACT] Rosa stomps her leather boot hard against the deck -> [SFX] Heavy boot thump on concrete


5. Interaction with Syntax Modules

When the Seedance 2.5 Syntax Module is active, [AUDIO] and [SFX] tags are replaced by angle brackets <sound effect>: <Cardboard scraping> or <Metallic latch click> (Refer to modules/seedance25_syntax.md).


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