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video-hit-points — Traditional AI Model

Video Hit Points finds the moments in a clip that a sound should land on: every cut, and every impact — the frame where something moving stops short, like a ball meeting the table or a character landing. It gives them back as a list of times and as a Timeline that Audio Mix uses to place one sound effect on each, so a clip's sound can be timed to the picture inside a flow. Measures motion with optical flow, on CPU.

Details

  • CategoryTraditional
  • Year-1
  • License

Inputs & Outputs

VideoInputvideo

Video to find the cuts and impacts in (up to 9000 frames, 5 min at 30 fps)

TimesOutputstring

The moments found, in seconds and in order, e.g. "0.875, 2.458, 3.708"

TimelineOutputstring

An Audio Mix Timeline placing effect 1, 2, 3 ... on those moments

Parameters

kindsstringdefault impacts and cutsoptions: impacts and cuts, impacts, cuts

What to find: impacts (something moving stops short), cuts (a new shot starts), or both.

'impacts and cuts' (default), 'impacts' or 'cuts'. A cut is the first frame of a new shot; an impact is the frame where something moving stops short. Cuts are always kept first when max_points has to choose.

max_pointsintegerdefault 8range 1–32

At most this many moments, the strongest first. Set it to the number of sound effects you will place.

Upper limit on how many moments come back (1-32, default 8): cuts first, then the strongest impacts. Audio Mix needs exactly one start per effect, so set this to the number of effects collected into Audio Mix — if the video has fewer moments than that, Audio Mix will refuse the mix.

min_gap_secfloatdefault 0.3range 0–5

Moments closer than this to a stronger one are dropped.

Seconds (0-5, default 0.3). A moment closer than this to a stronger one already kept is dropped — one landing is often seen twice (paws, then body), and a run gives one impact per footstep.

sensitivitystringdefault mediumoptions: low, medium, highadvanced

How sharp a stop counts as an impact. High also catches softer ones (footsteps); low keeps only hard hits.

'medium' (default) catches hard hits and footsteps but not the slowing at the top of a bounce; 'low' keeps only hard hits; 'high' also takes softer stops. Cuts are found the same at every setting.

Tags

  • video
  • audio
  • sound effects
  • timing
  • sync
  • cut detection
  • impact
  • analysis

Alternatives in Video Editing

  • Audio Edit

    Trim a sound, fit it to a video or a length, dip or mute parts, and fade it.

  • Audio Finish

    Normalize a video's loudness to a broadcast target (2-pass loudnorm + peak limiter).

  • Audio Mix

    Mix narration, music and sound effects into one track, with ducking and loudness.

  • Audio Replace / Mix

    Replace or mix a clip's audio with a new sound, keeping the video as is.

  • Chroma Compose

    Cut a green-screen person out of one video and place them over another.

  • Hook Teaser (Cold Open)

    Prepend a cold-open teaser of each clip's hook moment to the front.

  • Ken Burns (Still to Video)

    Animate a still image into a video with a moving crop window.

  • Narration Mux (Cold Open)

    Prepend a voiceover cold-open (frozen first frame + narration) to a clip.

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