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calesthioandHanzo Dev 7ffb943132 Initial release — OpenMontage: the first open-source agentic video production system
11 production pipelines, 47 tools, 124 agent skills.
Supports cloud APIs (fal.ai, OpenAI, ElevenLabs, Suno, HeyGen, Runway) and
free local providers (diffusers, Piper TTS, WAN 2.1, Hunyuan, CogVideo).

Co-authored-by: Hanzo Dev <[email protected]>
2026-03-29 08:25:17 -07:00

3.5 KiB

name, description, metadata
name description metadata
audio Using audio and sound in Remotion - importing, trimming, volume, speed, pitch
tags
audio, media, trim, volume, speed, loop, pitch, mute, sound, sfx

Using audio in Remotion

Prerequisites

First, the @remotion/media package needs to be installed. If it is not installed, use the following command:

npx remotion add @remotion/media

Importing Audio

Use <Audio> from @remotion/media to add audio to your composition.

import { Audio } from "@remotion/media";
import { staticFile } from "remotion";

export const MyComposition = () => {
  return <Audio src={staticFile("audio.mp3")} />;
};

Remote URLs are also supported:

<Audio src="https://remotion.media/audio.mp3" />

By default, audio plays from the start, at full volume and full length. Multiple audio tracks can be layered by adding multiple <Audio> components.

Trimming

Use trimBefore and trimAfter to remove portions of the audio. Values are in frames.

const { fps } = useVideoConfig();

return (
  <Audio
    src={staticFile("audio.mp3")}
    trimBefore={2 * fps} // Skip the first 2 seconds
    trimAfter={10 * fps} // End at the 10 second mark
  />
);

The audio still starts playing at the beginning of the composition - only the specified portion is played.

Delaying

Wrap the audio in a <Sequence> to delay when it starts:

import { Sequence, staticFile } from "remotion";
import { Audio } from "@remotion/media";

const { fps } = useVideoConfig();

return (
  <Sequence from={1 * fps}>
    <Audio src={staticFile("audio.mp3")} />
  </Sequence>
);

The audio will start playing after 1 second.

Volume

Set a static volume (0 to 1):

<Audio src={staticFile("audio.mp3")} volume={0.5} />

Or use a callback for dynamic volume based on the current frame:

import { interpolate } from "remotion";

const { fps } = useVideoConfig();

return (
  <Audio
    src={staticFile("audio.mp3")}
    volume={(f) =>
      interpolate(f, [0, 1 * fps], [0, 1], { extrapolateRight: "clamp" })
    }
  />
);

The value of f starts at 0 when the audio begins to play, not the composition frame.

Muting

Use muted to silence the audio. It can be set dynamically:

const frame = useCurrentFrame();
const { fps } = useVideoConfig();

return (
  <Audio
    src={staticFile("audio.mp3")}
    muted={frame >= 2 * fps && frame <= 4 * fps} // Mute between 2s and 4s
  />
);

Speed

Use playbackRate to change the playback speed:

<Audio src={staticFile("audio.mp3")} playbackRate={2} /> {/* 2x speed */}
<Audio src={staticFile("audio.mp3")} playbackRate={0.5} /> {/* Half speed */}

Reverse playback is not supported.

Looping

Use loop to loop the audio indefinitely:

<Audio src={staticFile("audio.mp3")} loop />

Use loopVolumeCurveBehavior to control how the frame count behaves when looping:

  • "repeat": Frame count resets to 0 each loop (default)
  • "extend": Frame count continues incrementing
<Audio
  src={staticFile("audio.mp3")}
  loop
  loopVolumeCurveBehavior="extend"
  volume={(f) => interpolate(f, [0, 300], [1, 0])} // Fade out over multiple loops
/>

Pitch

Use toneFrequency to adjust the pitch without affecting speed. Values range from 0.01 to 2:

<Audio
  src={staticFile("audio.mp3")}
  toneFrequency={1.5} // Higher pitch
/>
<Audio
  src={staticFile("audio.mp3")}
  toneFrequency={0.8} // Lower pitch
/>

Pitch shifting only works during server-side rendering, not in the Remotion Studio preview or in the <Player />.