cinematic-finishing · git:20260911.6de894a · 2026-09-11 · sha256 41940c4f33f350cc
cinematic-finishing git:20260911.6de894aA
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--- name: cinematic-finishing description: Finish existing edited drama with scene sound continuity, local ambience repair, optional BGM and a retained derived Media. Use after picture editing when dialogue, performances and picture timing should remain intact. --- # Cinematic Finishing Recover the selected assembly with `work.get_work`, its actual `shot.get_shot` and `scene.get_scene` relations, and `media.get_media` / `media.resolve_media`. Use `media.list_media` for scoped source material discovery. Source bytes, hash, duration, tracks, timeline and ownership must agree before editing. Preserve the original. A filename is not selection or recovery authority. ## Scene Sound Plan Plan the continuous dramatic passage first, independently of Shot file edges: Dialogue; Diegetic / Source Sound; Persistent Ambience; BGM; Transition; Silence. Give each meaningful cue a source, narrative function, passage range, entry/exit and changes in distance, direction, spectrum or attention. One cue can cross several Shots and adjacent Scenes. A cut does not restart or stop it. Use J/L cuts, crossfades and envelopes only where they serve space, action or attention. Do not mechanically loop a short vocal/music phrase to fill a longer passage. Default priority is Dialogue > narratively important diegetic sound > persistent ambience > BGM. Protect the actual words and synchronized action sounds. Duck lower layers around measured dialogue, with natural ramps. Do not mute mixed dialogue to remove an overlapping effect. Seek original tracks first; if only a mix exists, use a localized, evidenced repair and disclose its collateral limits. An isolated wrong sound does not justify inventing a new battle or changing story. ## BGM decision Choose NO_BGM, SUBTLE or ACTIVE for the Scene/passage. If no concrete dramatic function is identifiable, choose NO_BGM: this is a complete artistic decision. Distinguish it from unavailable music. For music, state whose situation it helps the audience understand, its entry/exit, cross-Shot scope, and how dialogue and important source sounds retain attention. An emotion label alone is insufficient. Do not automatically score sadness/battle, cover editing errors, or fade every Shot independently. Diegetic singing is not automatically BGM. Sources may be EXISTING_MEDIA or LOCAL_LICENSED with traceable usage rights; GENERATED is a future capability seam, never an implicit fallback. Retain any adopted local material through `media.import_media`, verify full hash/get/resolve, then use its stable Media ID and source ranges. Missing material stops only the dependent finishing operation with a precise source/range recovery point. It never authorizes new picture, voice or music generation. ## Local execution and review The Host translates the plan into a local recipe: verified inputs, source trims, placements, envelopes, replacement windows, protected dialogue and remux. Use the packaged `scripts/finish.py` entry and [Host contract](../../docs/cinematic-finishing-host.md). The Core makes creative decisions; the Host handles extraction, trim, fades, crossfade, ducking, mixing, probe and video stream copy. Verify compressed video packets AND timestamps; a changed container hash is expected. Do not re-encode picture as a convenience. Preserve original audio outside approved edits. Review the full passage at normal playback, especially cue continuity, dialogue, transitions, perspective and unwanted sound sources. Tiny noise/loudness differences alone do not block. A major finding states observed sound/picture, broken requirement and narrative consequence. Re-plan locally in scope without repeated creative approval. Do not infer failure or PASS from absent evidence. ASR, waveforms and spectral checks support localization, not listening. If the Host cannot actually hear, keep audio review UNKNOWN and retain a clearly named candidate; never claim final audible repair. Seek available observation first. ## Persistence and recovery Use `work.save_work` and `scene.save_scene` to merge the current finishing revision and references into existing content (save replaces content: preserve unrelated fields). Keep source Media/hash, scope, sound plan, compact numeric recipe with stable source IDs/ranges, derived Media/hash, review and userAdoption. Local commands/PCM/probes are working artifacts, not the only recovery memory. Keep historical revisions; changing a sealed recipe needs a new revision. Use the shared import/get/resolve/full-hash/business-binding completion for the new derived Media. A retained UNKNOWN candidate is not an adopted final. Host selection and the user's eventual USER_SELECTED are distinct. Repeating the same revision reuses the same Media; ambiguous imports are queried before any write. Storage failure recovers identical output, never generates another picture. Completion states exactly what was rendered, heard, verified and still unknown. ## Long-term BGM retrieval and rights Decide NO_BGM / SUBTLE / ACTIVE before retrieval. NO_BGM skips music search, selection and assembly. Otherwise call `asset.search_assets(query="BGM", asset_type="AUDIO_INPUT")`, retaining only `creativeKind=MUSIC, role=BGM`. `creative_assets.search_bgm` applies optional mood/narrative-function filters and returns explainable candidates; assess energy, dialogue compatibility, duration, entry/exit and rights. Search rank never makes the final choice; listen when needed. UNKNOWN rights remain discoverable memory with productionEligible=false. Production requires VERIFIED source/license/commercialUse/attribution plus bound durable AUDIO Media. Refresh `asset.get_asset` rights before a new production, verify `media.get_media`, resolve and full hash. Never infer rights, BPM or instruments. Explicit selection uses `creative_assets.select_bgm` and records assetId, assetFingerprint, mediaId, contentHash, selectedRange and reason. Each BGM recipe layer retains `bgmSelection`, `bgmAsset` and `bgmMedia` snapshots. Existing render validates rights, ranges and lineage before even reusing a cached output; normal full-byte hash checks remain mandatory. Missing/unknown rights stop BGM execution. Metadata edits never regenerate audio. See [creative memory contract](../../docs/creative-assets.md).