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Sound & Music in H3 (Without the Jargon)

H3 generates real audio in the file — here is how to split ambience, foley, dialogue, and score so it doesn’t turn to mush.

A silent-visual prompt still gets random audio. H3’s differentiator is native stereo sound — treat it as half the job.


Two buckets (never merge them)

| Bucket | Official field | What belongs here | |--------|----------------|-------------------| | Sounds in the world | overall_soundscape | Rain, crowd bed, footsteps, dialogue, engine, UI clicks | | Score for the viewer | non_diegetic_music | Piano, drums, synth pad — or N/A |

Putting “sad piano under rain” only in the soundscape line confuses the model. Split them.


Dialogue = performance, not caption

Weak: “She talks about the product.”

Strong: “(S1) turns to camera, quiet intensity: ‘It was never about the money.’ Room tone continues under voice.”

Keep lines short — count seconds on your fingers.


Music that edits well

For ads and title sequences, tie cuts to beats:

Hard cut at 3s and 6s on kick; riser into final logo; silence last 2 seconds before end card.

Silence at the end is a pro move — it makes logo stings land.


Levels of detail (pick one)

Light — “Coffee shop ambience, soft jazz low in mix.”
Medium — “Espresso machine hiss, cup clink at 4s, distant chatter −20 LUFS feel.”
Heavy — “0–3s: only kettle; 3–6s: pour crescendo; 6s+: add brushed drums at 80 BPM.”

Heavy helps music-driven spots; light is fine for talking-head style.


Common audio mistakes (from docs + tests)

  1. Writing “cinematic audio” with zero nouns
  2. Scoring and ambience in one sentence
  3. Long monologue in a 10s clip
  4. Forgetting to say when music stops

Practice path

  1. Read How prompts work
  2. Open any commercial template — scroll to How this prompt is built
  3. Change only the sound lines first; keep visuals fixed — learn cause and effect

Next: Common mistakes