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fast-cut-sound

fast-cut-sound

Fast cutting · technique 04 — SOUND DESIGN. 6 shots, taken whole. One of the nine fast-cut disciplines, split out of the full reel beside it (fast-cutting.promo) so it can be studied and lifted on its own: a title card, the technique played straight, and a hold to land on.

Read the rig's notes
Every cut wears a cue (see the audio block): whoosh under every whip, camera
shutter on every hard cut, the low impact on crash-ins, shader ticks on the UI
beats. The four families play as words, each fired at its own cut. The RISER
starts on its word and runs 1.9 s under the next cuts — an overlapped sound is
what bridges rapid visual jumps. A second riser ends exactly on the final impact.

Rig: 1280×720 · 30 fps · gap-clock=run · every scene carries the three matched haze
lobes hz0/hz1/hz2 over the dark gradient, the studio HDR, and the closeup light
trio. Devices are iphone/laptop/ipad/chrome with ui3d(overlay=screen) stages;
same-kind neighbours share match=ph/mac/pad/web so the rig morphs across the gap.
Title cards are 0.7 s rhythm resets (hard cut in, hard cut out). The technique
label and the per-shot duration chip are layer text sized to the fixed camera,
so they only ride the fixed-camera shots — a framed closeup would fly past them.
Every cut wears a cue: whoosh on whips, shutter on hard cuts, impact on crash-ins,
a riser ending on the final impact. Shader ids and file names: assets/sfx/what-to-use.md.

Wall clock: 6 scenes, 4.50s + 0.77s of gaps = 5.27s. 12 audio tracks.
Preview: http://localhost:4444/runtime?project=promos/primitives/fast-cutting/fast-cut-sound.promo
Scenes
6
Kind
reference rig
//
    Fast cutting · technique 04 — SOUND DESIGN. 6 shots, taken whole.
    One of the nine fast-cut disciplines, split out of the full reel beside it
    (fast-cutting.promo) so it can be studied and lifted on its own:
    a title card, the technique played straight, and a hold to land on.

    Every cut wears a cue (see the audio block): whoosh under every whip, camera
    shutter on every hard cut, the low impact on crash-ins, shader ticks on the UI
    beats. The four families play as words, each fired at its own cut. The RISER
    starts on its word and runs 1.9 s under the next cuts — an overlapped sound is
    what bridges rapid visual jumps. A second riser ends exactly on the final impact.

    Rig: 1280×720 · 30 fps · gap-clock=run · every scene carries the three matched haze
    lobes hz0/hz1/hz2 over the dark gradient, the studio HDR, and the closeup light
    trio. Devices are iphone/laptop/ipad/chrome with ui3d(overlay=screen) stages;
    same-kind neighbours share match=ph/mac/pad/web so the rig morphs across the gap.
    Title cards are 0.7 s rhythm resets (hard cut in, hard cut out). The technique
    label and the per-shot duration chip are layer text sized to the fixed camera,
    so they only ride the fixed-camera shots — a framed closeup would fly past them.
    Every cut wears a cue: whoosh on whips, shutter on hard cuts, impact on crash-ins,
    a riser ending on the final impact. Shader ids and file names: assets/sfx/what-to-use.md.

    Wall clock: 6 scenes, 4.50s + 0.77s of gaps = 5.27s. 12 audio tracks.
    Preview: http://localhost:4444/runtime?project=promos/primitives/fast-cutting/fast-cut-sound.promo
promo#fast-cut-sound(width=1280 height=720 fps=30 gap-clock=run)
  metadata
    audio
      tracks
        track#music(asset=11 start=0 volume=0.2)
        track#sfx_1(sfx=select start=0.020)
        track#sfxf_1(asset="mixkit-camera-shutter-click-1133" start=0.700 volume=0.55)
        track#sfxf_2(asset="mixkit-air-woosh-1489" start=1.200 volume=0.5)
        track#sfxf_9(asset="creatorshome-sharp-riser-327342" start=1.590 volume=0.7)
        track#sfxf_3(asset="mixkit-sci-fi-click-900" start=1.920 volume=0.6)
        track#sfxf_4(asset="mixkit-camera-shutter-click-1133" start=1.920 volume=0.55)
        track#sfxf_5(asset="mixkit-cinematic-whoosh-deep-impact-1143" start=2.420 volume=0.7)
        track#sfxf_6(asset="creatorshome-sharp-riser-327342" start=3.020 volume=0.6)
        track#sfxf_7(asset="mixkit-air-woosh-1489" start=3.220 volume=0.5)
        track#sfxf_8(asset="mixkit-cinematic-whoosh-deep-impact-1143" start=3.720 volume=0.7)
        track#sfx_2(sfx=success start=4.170)
  materials
    physical#chrome(color=#e8ecf2 roughness=0.08 metalness=1)
    physical#coral(color=#ff5a3c emissive=#ff5a3c emissive-intensity=1.6 roughness=0.3 metalness=0.15)
    physical#cyan(color=#35e0ff emissive=#35e0ff emissive-intensity=1.4 roughness=0.3 metalness=0.15)
    physical#slab(color=#0d1626 roughness=0.6 metalness=0.1)
    physical#violet(color=#a78bfa emissive=#a78bfa emissive-intensity=1.2 roughness=0.3 metalness=0.15)
  // =======================================================================
  // TITLE 04 — a rhythm reset: hard cut in, hard cut out
  // 0.7s / 21 f · in-gap 0 · wall 0.00–0.70s · out: hard cut
  // =======================================================================
  scene#fcD-title(duration=0.7 transition=none)
    camera(type=perspective fov=32 near=8.5 far=17000 position="0 0 620" look_at="0 0 0")
    background(top=#0b1020 bottom=#05070f)
    lights
      light#fcD-title-amb(type=ambient color=#8fb2ff intensity=0.55)
      light#fcD-title-key(type=directional color=#ffffff intensity=2.2 position="340 680 510")
      light#fcD-title-fill(type=directional color=#7aa2ff intensity=0.9 position="-510 170 340")
    environment(hdr="studio_small_04_2k" as_background=false background_color=#05070f exposure=1.0 blurriness=0.5 intensity=0.6)
    haze#fcD-title-hz0(match=hz0 blend=add op