Sound Pass per Shot
lab_ton_durchlaufGenerate SOUND EFFECTS for a whole sequence, shot by shot — Simon Meyer's pass: every shot is muted, padded with black frames up to the model's minimum length, re-rendered by Seedance 2.5 in editing mode at its low resolution with sound on, and only the generated sound is kept, stretched back to the original timing (the black padding is the sync marker) and laid at the shot's position. The result is ONE sfx track in sequence length, bound to the sequence's sfx stem; the other stems stay as they are. Each piece and its offset are listed in the audio row's metadata (stuecke). Shots come from the sequence itself, in export order and export length — no cut detection. Costs credits, priced per shot over the seconds actually sent (the padding counts); call with get_cost first. ASYNCHRONOUS: returns a job_id; poll the job until done. A shot that fails is refunded on its own and named in fehlende_einstellungen; if the whole run fails, all of it is refunded. The model is told: keep the picture, diegetic sound only, no music, no dialogue, no voices — hinweis adds a setting line for every shot.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| seq_id | Yes | Sequence id (from lab_create_sequence/lab_list_sequences) — positive integer as string | |
| hinweis | No | One line about the setting that applies to every shot, e.g. 'kitchen, wooden floor, rain on the window'. Helps the model pick the right room sound. Leave it out if the shots differ too much. | |
| get_cost | No | Return the price in credits WITHOUT starting anything — per shot over the seconds actually sent, at the rate lab_list_models lists for the model. Do this first; long sequences add up. |