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).