Trailer

Read the sound map a sound pass is placed from.

For every beat, or one (sceneIndex, 0-based): its length in the master (cutSeconds, the window a cue's offset is measured in), every shot's fromSeconds/toSeconds with its framing, who is on camera and its setup and action, every spoken line's speaker and seconds (how: on_camera, laid, narration or approx), what the cut already carries under each call (cutSound[].heard: silence, cast_lines, room_tone or scene_sound) and the compiled roomTone, whether it plays its own sound (keepsSceneSound: a capture's recorded track, a cut that kept its takes' sound, a chapter's kept scene sound; its spans in cutSound as scene_sound, the spans the score's cue sheet lists as ownSound) and what the music does under it (scoreUnderOwnSound: duck, out or hold; null when it plays none), its own mix (chapterMixLufs: voice, kept scene sound and score without the sound effects, measured on the master at its last stitch; chapterHeardLufs with them; null until a stitch measured it), each scene's narrator over the music (voiceOverBed: gapLu in LU — how far the narrator clears the music, negative when the music plays over the voice; clear at the ~6 LU floor; null until measured), and the levels a new bed and spot take under it (suggestedLevels), the sound-effect cues already placed on the timeline (cueId, kind, offset, length, level, fades, muted; how loud each really is: assetLufs, normGainDb, mixLufs; where it sits against its own mix: underChapterMixDb and targetLevel, the level that lands it in the middle of the map's targets — a bed 10–14 dB, a spot 3–8 dB under; a bed's continuity; insideLine for a spot inside a spoken line; and loudnessFlag too_quiet, clipped, gappy or unmeasured). A capture beat's own click sounds are listed as their own cues too (source: capture_click, one per press: its label, its offset within the beat, its level and these same loudness fields) — the beat's picture's own sound, never a cue placed on the timeline. masterLufs is context only; chapterMix names the master the mixes were measured on and whether it is still the current one and the music sounding over it, plus the bell lane. Lay cues with POST /trailers/{jobId}/storyboard/audio-timeline (generate-sfx-cue) and re-balance them in one write (update-sfx-cues). Read-only. Scope: story:read.

get/trailers/{jobId}/storyboard/sound-map

Request

  • Base URL: https://docs.sleeperhit.studio/api/v1
  • URL: https://docs.sleeperhit.studio/api/v1/trailers/{jobId}/storyboard/sound-map
  • Auth: HTTP bearer

Query parameters

sceneIndexinteger

Only this beat.

Response

The sound map: masterLufs, targets, chapterMix, scenes (one entry per beat) and bell.

object required

Changes

No recorded changes to this operation across all 2 revisions of this API.