scenario-sonilo
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ChineseScenario Sonilo Audio
Scenario Sonilo 音频
Overview
概述
Sonilo, an audio family on Scenario, splits along two axes: what the sound is (sound effects or instrumental music) and what comes back (a standalone track, or the source video with the generated track muxed in, visuals untouched). Picking the member whose return matches the delivery matters more than any prompt. Discover with and treat as the contract.
searchmodel_schema_getConnection and the core loop: see the skill in this repo; model-agnostic audio work: the skill. If a sibling skill named here is missing from your available skills, ask the user to install it (); unattended, proceed from tool schemas and flag the gap.
scenarioscenario-audionpx skills add scenario-labs/skills --skill <name>Sonilo是Scenario平台上的音频模型系列,按两个维度划分:音效类型(音效或器乐)和返回形式(独立音轨,或混入生成音轨且画面保持不变的源视频)。选择返回形式符合交付需求的模型比任何提示词都重要。可通过查找模型,并将视为接口约定。
searchmodel_schema_get连接方式与核心流程:参见本仓库中的 Skill;与模型无关的音频处理:参见 Skill。如果你的可用Skill中缺少此处提到的同类Skill,请让用户安装(命令:);若处于无人值守模式,请根据工具schema继续操作并标记缺失的Skill。
scenarioscenario-audionpx skills add scenario-labs/skills --skill <name>Quick reference
快速参考
Member names state the mode; input names come from the live schemas:
| Member | Key inputs | Returns |
|---|---|---|
| Text to SFX | | one sound effect clip |
| Text to Music | | instrumental track |
| Video to SFX | | audio track matching the video length |
| Video to Music | | music track |
| Video to Video SFX | as Video to SFX | the video with SFX mixed in, plus the track |
| Video to Video (music) | as Video to Music, plus | the video with music mixed in |
At authoring time: text SFX ran 1 to 180 seconds (default 8), text music 1 to 600 (default 90), video inputs took up to 360 seconds, up to 50, 1 to 3, and moved in steps of 10 with plus capped at the video length. (aac default, mp3, wav, flac; wav or flac for editing pipelines) exists on the SFX members only, and on the muxed one it formats the separate track: the video's own audio stays AAC. Two music mux members were live with the same schema; prefer the newest hit. Every duration knob carries cost, so before a batch.
segmentsnumSamplesstartOffsetstartOffsetdurationaudioFormatdry_run模型成员名称标明了其模式;输入参数名称来自实时schema:
| 模型成员 | 核心输入参数 | 返回结果 |
|---|---|---|
| Text to SFX | | 一段音效片段 |
| Text to Music | | 器乐曲目 |
| Video to SFX | | 与视频时长匹配的音轨 |
| Video to Music | | 音乐曲目 |
| Video to Video SFX | 与Video to SFX相同 | 混入SFX的视频,外加对应音轨 |
| Video to Video (music) | 与Video to Music相同,外加 | 混入音乐的视频 |
在本文撰写时:Text to SFX的时长范围为1至180秒(默认8秒),Text to Music为1至600秒(默认90秒),视频输入最长支持360秒,最多支持50段,范围为1至3,以10秒为步长调整,且与之和不得超过视频时长。(默认aac,支持mp3、wav、flac;编辑流程建议使用wav或flac)仅在SFX类模型中可用;在混流模型中,该参数仅控制独立音轨的格式,视频本身的音频仍保持AAC格式。目前有两个音乐混流模型在线,且schema相同,请优先使用最新版本。所有时长参数都会影响成本,因此批量运行前请先使用测试。
segmentsnumSamplesstartOffsetstartOffsetdurationaudioFormatdry_runThe video is the clock
视频是时间基准
On video-conditioned members the footage decides when sound happens and the prompt only steers what it sounds like; the clip's own audio never steers generation, visuals alone are read. An empty is valid and often best: the model captions the clip and covers each scene itself. When one description cannot fit the whole clip, gives per-range prompts, contiguous by contract: the first is 0, each equals the next , and the last stays within the video. Text to SFX has no timing control at all, so describe one sound event per run, physical words over moods (hollow, muffled, punchy), source then material then space then intensity, with the duration intent in the wording as well as the parameter. No member takes a seed, so archive the takes you like; on the music members buys up to three takes in one run instead of re-rolls.
promptsegmentsstartendstartnumSamples在以视频为条件的模型中,画面决定了音效的发生时间,仅控制音效的听感;视频片段本身的音频不会影响生成结果,系统仅读取画面内容。空的是有效的,而且通常效果最好:模型会自动为视频生成描述,并为每个场景匹配音效。当单个描述无法覆盖整个视频时,可使用实现分段提示。根据约定,分段必须是连续的:第一个为0,每个等于下一个,最后一个分段的结束时间不得超过视频时长。
promptpromptsegmentsstartendstartText to SFX完全没有时间控制功能,因此每次运行仅描述一个声音事件,多用具象描述而非情绪描述(比如空洞、沉闷、有冲击力),描述顺序为声源→材质→空间→强度,时长意图既要体现在措辞中,也要通过参数设置。
所有模型都不支持种子参数,因此请保存你喜欢的生成结果;音乐类模型支持参数,一次运行最多可生成3个版本,无需重复提交任务。
numSamplesWhat survives a music pass
音乐混流的保留规则
The music mux members replace the whole original track by default. isolates human voice (dialogue, narration, singing, crowds) and ducks the music under it; everything non-voice (engines, footsteps, ambience, prior foley) is replaced regardless. So never score a clip after muxing foley into it: when a video needs both, take standalone tracks from Video to SFX and Video to Music and mix in post. Music comes back instrumental.
keepSpeechVocal: true音乐混流模型默认会替换整个原始音轨。设置可识别人声(对话、旁白、歌声、人群声),并将音乐音量压低在人声之下;所有非人声内容(引擎声、脚步声、环境音、之前添加的foley)都会被替换。
keepSpeechVocal: true因此,切勿在已经混入foley的片段上使用音乐混流:如果视频同时需要foley和音乐,请分别从Video to SFX和Video to Music模型获取独立音轨,在后期制作中混合。生成的音乐均为器乐版本。
Worked example: foley for a silent gameplay clip
实操示例:为无声游戏片段制作foley
- with
search,target="models",query="sonilo". Members listpublic=true,txt2audio, orvideo2audiocapabilities; e.g.video2video(a live hit at authoring time: re-discover each session).model_sonilo-v1-1-video-to-video-sound-effects - with that id: fields and caps before anything else.
model_schema_get - the clip (see the
upload_assetskill) to get its asset id.scenario - with that
model_run,model_id, anddry_run=true: cost scales with clip length.parameters={"video": "asset_x", "segments": [{"start": 0, "end": 4, "prompt": "footsteps on wet metal, close and sharp"}, {"start": 4, "end": 12, "prompt": "plasma rifle shots, hollow hangar reverb"}]} - Repeat with
model_run, thenwait=falsewith the returned job id, re-called withjobs_waiton timeout, never a secondpending_job_ids.model_run - the muxed video, then
asset_displayit and the separate track.asset_download
- 使用查找模型,参数为
search、target="models"、query="sonilo"。模型成员会列出public=true、txt2audio或video2audio能力;例如video2video(本文撰写时的在线模型:每次会话请重新查找)。model_sonilo-v1-1-video-to-video-sound-effects - 使用该模型ID调用:先了解字段和能力再进行后续操作。
model_schema_get - 调用上传视频片段(参见
upload_assetSkill),获取其资产ID。scenario - 调用,传入
model_run、model_id,以及dry_run=true:成本随视频时长递增。parameters={"video": "asset_x", "segments": [{"start": 0, "end": 4, "prompt": "footsteps on wet metal, close and sharp"}, {"start": 4, "end": 12, "prompt": "plasma rifle shots, hollow hangar reverb"}]} - 再次调用并设置
model_run,然后使用返回的任务ID调用wait=false;若超时,使用jobs_wait重新调用,切勿重复提交pending_job_ids。model_run - 调用查看混流后的视频,然后调用
asset_display下载视频和独立音轨。asset_download
Common mistakes
常见错误
- Muxing when the edit needs a bare track, or the reverse: Video to SFX returns audio only; Video to Video SFX returns the finished clip. Pick by delivery.
- Scoring a clip that already carries foley with a music mux member: non-voice sound is replaced and the foley is gone.
- Leaving off (the default) on a talking-head clip: the narration vanishes with the rest of the track.
keepSpeechVocal - Gapped or overlapping : the contract wants contiguous ranges from 0.
segments - Packing sequenced events into one Text to SFX prompt: it has no timing control; one event per run.
- Asking any member for speech or vocals: no member produces dialogue, narration, or singing; SFX and instrumental music are the whole surface.
- 当编辑需要独立音轨时使用了混流模型,反之亦然:Video to SFX仅返回音频;Video to Video SFX返回成品视频。请根据交付需求选择。
- 对已经包含foley的视频片段使用音乐混流模型:非人声内容会被替换,foley会丢失。
- 在人物访谈类视频中未开启(默认关闭):旁白会和其他音轨一起被清除。
keepSpeechVocal - 分段存在间隔或重叠:约定要求从0开始的连续时间范围。
segments - 将多个连续事件塞进同一个Text to SFX的中:该模型没有时间控制功能,每次运行仅生成一个事件的音效。
prompt - 要求任何模型生成语音或人声:所有模型都不生成对话、旁白或歌声,仅支持SFX和器乐音乐。