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Audio & Sound - Complete Guide

Learn how to add background music, sound effects, and voiceovers to your animations in Scribe Animator. This guide covers the Audio Library, track management, timeline sync, and audio mixing basics.

Visual orientation

Current Scribe Animator desktop editor with the Audio Library open and Project Audio and Scene Audio lanes visible
The library manages sources; the bottom audio lane creates tracks, imports clips, records or generates voiceover, and aligns timing.
Screenshot callouts
  1. Search and Generate Voiceover
    Find private-library sources or open supported local AI narration.
  2. Library filters
    All, Recent, and Favorites organize sources without changing timeline clips.
  3. Private-library sign-in state
    Cloud library access can require sign-in; local project audio actions remain separate.
  4. Project Audio actions
    Record VO, AI VO, add role-specific tracks, import media, and add markers.
  5. Project and Scene Audio
    Global tracks and active-scene tracks use different time scopes.
Product UI verification

This screenshot and its visible labels were checked in the real local Desktop editor at 1440 × 1000 on 26 July 2026. The private-library signed-out state does not disable local project/scene recording, import, or supported local generation. It is not a documentation playground.

For a task-based recording, import, generation, and sync workflow, see Voiceover and synchronization. This page remains the detailed audio reference.


Quick Start: Adding Audio

Step-by-Step Workflow

  1. Expand the bottom Audio lane.
  2. Decide whether the clip belongs in Project Audio or the active Scene Audio.
  3. Choose the import role: Voiceover, Music, SFX, or Generic.
  4. Use Project import or Scene import and select a supported local file.
  5. Resolve any size, decoding, or scene-overflow warning.
  6. Confirm the clip appears in the intended scope.
  7. Move or trim it, then preview from before the clip starts.
tip

You can also drag a supported local audio file onto a compatible audio track. Confirm the highlighted target and time before dropping.


Local AI Voiceover

Open supported local narration from AI VO in Project Audio or Scene Audio, Generate Voiceover in the Audio Library/quick picker, or the Mobile Lite AI Voiceover sheet. Provider and model choices depend on the platform build and available assets.

Voice Quality

ChoiceWhen to use itLimitation
PerformanceLower-memory devices and quick draftsVoice quality can be lower
High QualityFinal narration review on a capable deviceLarger model download and memory use
Ultra QualityOnly when the UI reports compatible acceleration and enough memoryHighest resource cost; not available for every provider/platform

Supported builds can expose Kokoro Local, Pocket Local, or Supertonic Local, along with provider-specific languages, voices, and quality variants. The selected assets can download on first use. Treat size and availability shown in the dialog as authoritative; model packages can change independently of this guide.

Privacy and Storage

Local generation runs on the device after required model assets are available. Model downloads still require the configured asset host unless already cached or packaged. Review the provider disclosure in the dialog before generation.

Generated WAV files are local project/library sources by default and are not uploaded merely because preview generation completed. An explicit cloud save or host integration can have separate persistence behavior.

Placement Options

  • Save to Audio Library only keeps the generated WAV available for later.
  • Add to Project Audio inserts at the current project playhead.
  • Add to Scene Audio inserts into the selected scene and uses the existing scene overflow handling.
  • Download WAV saves the generated voiceover file locally.

Pocket voice cloning, where explicitly available, is session-scoped and requires an ownership/permission confirmation. Do not clone or imitate a real person without authorization, and disclose synthetic audio where the destination requires it.


Audio Library Panel

Access all your project audio from one central location.

Library Launcher

The launcher summarizes the project audio library and opens its management view. Depending on the current state, it can report the number of sources and their storage use.

  1. Open Audio from the left sidebar.
  2. Review the library state shown in the panel.
  3. Choose Manage when you need to import, preview, rename, or remove sources.

Audio Library Modal

The visible library depends on authentication and on the sources already available to the project. The screenshot above shows the authentic signed-out private-library state; it does not imply that local project actions are disabled.

AreaWhat it is for
SearchFind a source by its displayed name
Type filter and sortNarrow the list by role, then order it by name, duration, size, date, or type
ImportAdd supported local audio after validation and decoding
Source listReview the source name, role, duration, size, and clip-usage count when those values are available
PreviewListen to the selected source and scrub its preview position
Project totalMonitor source storage against the current project warning boundary
Source actionsRename, delete, or add the selected source to an eligible timeline scope

Audio Track Types

Organize your audio into different track types for easier mixing.

Track Roles

RoleIconColorUse Case
Music🎵BlueBackground music, ambient tracks
SFX🔊OrangeSound effects, whooshes, clicks
Voiceover🎙️YellowNarration, dialogue, speech
Generic📦PurpleOther audio, miscellaneous

Track Layout on Timeline

Scribe Animator desktop editor with a created Project Audio track in the expanded timeline audio lane
A real Project Audio track shares the timeline ruler and playhead with scene objects, so clip timing can be checked against animation.
Screenshot callouts
  1. Project Audio actions
    Create role-specific tracks, record or generate voiceover, import local media, and add markers.
  2. Project Audio scope
    Tracks in this section use project time and can continue across scenes.
  3. Voiceover track header
    The created track exposes its name and the controls supported by this build.
  4. Clip lane
    Drop or import a source here to create a project-scoped clip at an explicit time.

Each role uses the same timeline coordinate system:

  • A Music clip commonly spans a long section or the entire project.
  • SFX clips usually occupy short, precisely placed intervals.
  • Voiceover clips often align with a scene or a narrated sequence.
  • Overlapping clips play together unless their clip or track is muted.

Auto-Detection Rules

Scribe Animator automatically assigns track roles based on filename:

Keywords in FilenameAssigned Role
vo, voiceover, voice, narration, speech, dialogueVoiceover
sfx, sound effect, fx, foley, whoosh, click, beep, hitSFX
music, song, bgm, soundtrackMusic
(none of the above)Music (default)
note

You can manually change the track role anytime from the Audio Library or track header.


Importing Audio

Supported Formats

The file picker accepts audio files, including common MP3, WAV, OGG, M4A/AAC, WebM, and platform-specific audio types. Actual decoding is provided by the current browser or native WebView, so an accepted extension does not guarantee that every codec variant will load.

FormatTypical extensionGuidance
MP3.mp3Broad compatibility and smaller music files
WAV.wavPredictable uncompressed/PCM workflows but larger files
OGG / WebM.ogg, .webmCommon for browser recording and Opus audio; verify target-platform decoding
M4A / AAC.m4a, .aacCommon on Apple/mobile devices; support depends on contained codec
Other audio types.flac, .aiff, .caf, .opus, .wma, .amr, .mp4May be offered by a platform picker but still require conversion

Import Methods

Method 1: Audio Library

  1. Open the Audio Library.
  2. Choose Import Audio.
  3. Select one or more supported files.
  4. Choose Open, then resolve any validation or decoding warning.

Method 2: Drag & Drop to Library

  1. Drag a supported file over the library's import target.
  2. Confirm that the target is visibly active before dropping.
  3. Drop the file and wait for validation, decoding, waveform generation, and duration analysis.

Method 3: Drag & Drop to Timeline

  1. Expand the audio lane and create or identify a compatible target track.
  2. Drag the file over that track.
  3. Confirm the highlighted target and time.
  4. Drop the file to create a clip at that position.

File Size Limits

Limit TypeSizeDescription
Soft recommendation (per file)4 MBWarning shown; smaller sources improve project responsiveness
Hard limit (per file)5 MBImport is blocked
Project Total (soft)50 MBWarning when approaching limit
warning

Large audio files can slow down your project. Consider using compressed MP3 format (128-192 kbps) for background music to keep file sizes manageable.


Audio Clips

Clip Structure

An audio source is the full imported or generated recording. A clip references a portion of that source and places it on the timeline.

Importing, recording, generating, or placing a clip does not by itself create a script segment or bind animation to one. When an object must follow narration timing, use the separate Audio binding workflow.

  1. Trim Start removes time from the beginning of the source.
  2. Trim End removes time from the end of the source.
  3. The remaining portion becomes the audible clip.
  4. Offset determines where that clip begins on the project or scene timeline.
  5. Fade values shape the clip's volume near its visible start and end.

Clip Properties

PropertyDescriptionRange
OffsetWhen clip starts on timeline0 to project duration
Trim StartHow much to cut from beginning0 to source duration
Trim EndHow much to cut from end0 to source duration
Fade InGradual volume increase at start0 to clip duration
Fade OutGradual volume decrease at end0 to clip duration
MutedSilence this clipOn/Off

Creating Clips

  1. Select the intended source in the Audio Library.
  2. Position the playhead at the required insertion time.
  3. Choose Add to Timeline and select the eligible Project Audio or Scene Audio destination when prompted.
  4. Confirm that the new clip appears on the correct track at the playhead.
  5. Preview from before the clip starts.

Timeline Integration

Playback Sync

Audio clips automatically sync with the global timeline.

The global playhead samples scene content and audio at the same project time. Project Audio can continue across scene boundaries, while Scene Audio is evaluated only inside its assigned scene. Short SFX clips can be placed at exact moments, and a voiceover can be scoped to the scene it narrates.

Track Scope

ScopeDescriptionVisibility
GlobalProject-wide trackAll scenes
SceneScene-specific trackOnly in assigned scene
tip

Use Global tracks for background music that spans the entire project. Use Scene tracks for voiceovers or SFX specific to one scene.


Audio Controls

Track Header Controls

Track headers identify the track and expose the controls supported by the current build. The authentic editor screenshot above is the source of truth; do not assume a Solo button or S shortcut exists when it is not visible.

Control Functions

ControlIconFunction
Mute🔇 / 🔊Silence track (toggle)
Volume / gainSliderAdjust track level and monitor the displayed value
Track nameText/actionRename the track so its role is clear
DeleteTrash actionRemove the track and its placed clips after confirmation

Keyboard Shortcuts

The installed Help → Keyboard Shortcuts modal confirms Space for main timeline play/pause. Audio editing is focus-sensitive and can own its own undo/redo history immediately after an audio interaction. Use the visible mute, gain, rename, clip, and delete controls rather than assuming M, S, or duplicate shortcuts exist for audio.


Waveform Display

Audio clips show waveform visualization on the timeline.

Waveform Anatomy

The waveform is a timing aid: taller peaks represent larger sample amplitudes, while quieter regions appear shorter. The clip label identifies its source and role, and the clip's horizontal extent represents its trimmed duration. Use playback and meters—not waveform height alone—to judge perceived loudness.

Waveform Colors

ColorMeaning
BlueNormal audio
YellowSelected clip
RedClipping warning (too loud)
GrayMuted clip

Audio Processing

Import Pipeline

  1. The host receives the selected local file.
  2. Scribe validates the size and media type.
  3. The current browser or native WebView decodes the audio.
  4. The audio system calculates duration and other available metrics.
  5. It generates waveform peaks for timeline display.
  6. The validated source is added to the project audio store.
  7. A clip is created only when you add or drop that source onto an eligible track.

Audio Metrics

MetricDescriptionDisplay
DurationAudio lengthMM:SS format
File SizeStorage sizeKB / MB
Sample RateAudio quality44.1 kHz typical
ChannelsMono/Stereo1 or 2

Budget & Performance

Memory Budget

Scribe enforces an in-memory audio safety budget in addition to per-file and project-source limits. Decoded audio can consume substantially more memory than the compressed source file, so the current warning or rejection message is authoritative for the device and project state.

Budget Warnings

BoundaryCurrent behavior
4 MB sourcePer-file soft recommendation
5 MB sourcePer-file import is blocked
50 MB project sourcesSoft warning that the project can slow down
256 MB approximate in-memory audioRuntime safety budget; generated or imported audio can be rejected before exceeding it
warning

Running low on audio budget can cause playback issues. Delete unused audio files to free up memory.

Performance Tips

  1. Use compressed formats — MP3 at 128-192 kbps for music
  2. Trim unused portions — Remove silence and unused sections
  3. Delete unused sources — Clean up files not used in any clip
  4. Limit concurrent clips — Avoid too many overlapping audio clips

Filtering & Sorting

Filter Options

FilterDescription
All TypesShow all audio files
🎵 MusicOnly music tracks
🔊 SFXOnly sound effects
🎙️ VoiceoverOnly voiceover/narration
📦 OtherGeneric/unclassified

Sort Options

Sort ByDescription
NameAlphabetical order
DurationShortest to longest
SizeSmallest to largest
Date AddedNewest first (default)
TypeGrouped by role

Managing Audio Files

Rename Audio

  1. Select the source in the library.
  2. Choose Rename.
  3. Enter a descriptive name.
  4. Press Enter or use the visible confirmation action.

Delete Audio

  1. Select one or more sources.
  2. Check each source's used in X clips count.
  3. Choose Delete Selected.
  4. Review the confirmation carefully.
  5. Choose Cancel to keep the sources, or Delete to remove them and any dependent clips.
warning

Deleting audio files that are used in clips will also remove those clips from the timeline. Check the "used in X clips" count before deleting.

Preview Audio

  1. Select a source in the library.
  2. Choose Play in the preview area.
  3. Drag the preview playhead to inspect another part of the source.
  4. Confirm the current-time and total-duration readout.
  5. Stop the library preview before judging timeline sync; the project transport is the authoritative timing check.

Common Workflows

Workflow 1: Add Background Music

  1. Open Audio in the sidebar.
  2. Open the library management view.
  3. Import the music file and resolve any warning.
  4. Position the project playhead at the required start.
  5. Add the source to a Project Audio Music track.
  6. Trim or fade it, then preview across at least one scene boundary.

Workflow 2: Add Sound Effect at Specific Time

  1. Position the playhead at the desired cue.
  2. Drag the SFX source onto the correct SFX track.
  3. Confirm the highlighted target and time before dropping.
  4. Preview from just before the cue and adjust the offset if needed.

Workflow 3: Record Voiceover

  1. Choose Record VO in the intended Project Audio or Scene Audio scope.
  2. Grant microphone access only when you are ready to record.
  3. Speak the narration, then choose Stop.
  4. Review the recorded source and its placement.
  5. Trim silence, align the clip to the scene, and preview synchronization.

Troubleshooting

Audio Not Playing

IssueCauseSolution
No soundBrowser mutedCheck browser/system volume
No soundTrack mutedClick unmute (🔇) on track header
No soundClip mutedCheck clip mute status
Choppy audioPerformance issueClose other applications

Import Errors

ErrorCauseSolution
"File too large"Exceeds the current 5 MB per-file limitCompress or trim the audio file
"Invalid format"Unsupported codecConvert to MP3 or WAV
"Decode failed"Corrupted fileTry re-exporting from source

Sync Issues

IssueCauseSolution
Audio driftsVariable frame rateExport at constant frame rate
Audio ahead/behindOffset incorrectAdjust clip offset property
Gaps in audioTrim settings wrongCheck trim start/end values

Best Practices

Audio Quality

  1. Use appropriate bitrate — 128-192 kbps for background music
  2. Match sample rates — 44.1 kHz or 48 kHz consistently
  3. Normalize levels — Keep peak levels around -6 dB
  4. Add headroom — Don't let audio clip (hit 0 dB)

Organization

  1. Name files clearly — Use descriptive names like intro-whoosh.wav
  2. Use track roles — Assign Music/SFX/VO for easy filtering
  3. Clean unused files — Regularly delete unused audio sources
  4. Keep backups — Export project to preserve audio references

Performance

  1. Limit track count — 3-5 audio tracks is typical
  2. Avoid long files — Split long audio into segments
  3. Use fades — Smooth transitions reduce artifacts
  4. Preview before export — Check sync before final render
tip

Pro tip: Add a short fade-in (0.1-0.3s) to all clips to avoid click/pop sounds at the start of playback.


Summary

FeatureLocationPurpose
Audio LibraryLeft Sidebar → 🎵 AudioImport and manage audio files
Track TypesTimelineMusic, SFX, Voiceover, Generic
Clip EditingTimelineTrim, fade, position audio
Preview PlayerAudio Library ModalListen before adding
Budget MonitorAudio Library ModalTrack memory usage

The Audio system in Scribe Animator provides everything you need to add professional sound to your whiteboard animations — from background music to precise sound effects and voiceovers.


Related documentation: