"fast Bouncing", "Heavy breathing", audible plapping" no work anymore ?
I’m getting everything except what I need. It was working perfectly until today.
(EDITED TO ADD MORE DETAILS AND FURTHER ELABORATION)
For me, it is working... but the new models handle them differently.
Especially "plapping" "plopping," and any kind of onomatopoeia tend to be interpreted as rhythmic musical percussion, which is very annoying, especially if the visual result was otherwise excellent. I usually remove the audio in post-production to save the work.
Instead, use terms like "
bodly sounds", "
collision sounds between characters' bodies", "resulting sounds from close interaction between characters", etc) -
Any further recommendations are welcome.
It is, as you already know... "thinking outside the box" and "further elaboration of what is obvious".
Better think about
BEHAVIOURS.
As a recommendation for anyone...
You can omit the use of the term
breathing, and many others "human functions", some "environment details" and also the
onomatopeias.
They are not necessary if you add
mood modifiers such as:
- Anxiety
- Eager
- Desperation (Character could talk with impressive acting performance, take that into account)
- Aggressive
- Giggling (measure it and time it with something like "Little giggles at the end". Alone could be annoying if badly handled by character)
- Enjoyment
- Exhaustion
- Trembling
- Passionate
- Painful (Character could talk/bad acting dialogs, take that into account)
- Devotion
- Adorable
- Cute
- Pleased
- Playful
- Rough
- Loud
- Receiver
- Extreme
- Vigorous
- Very
- etc.
This way, you will get more realistic and less mechanical breaths, moans, and other expressive (interactions/intercourse/arousal) sounds.
Moods also take into account what is happening in the scene, including interactions with objects and other characters.
If you really want the presence of
breathing, it’s better to use mood modifiers like "adorable breathing," "slow and cute breathing," or "exhaustion breathing".
"Heavy breathing" tends to sound forced and mechanical. Sometimes with characters being "not in the mood". Or worse... a heavy breathing from a character that you want to stay quiet or not relevant.
Remember to link that action to the character you want.
For example, combining "slow and adorable breathing" + "little giggles from time to time" creates wonderful expressive sounds and adds a lot of personality to the characters.
Lastly, It's worth mentioning...
- Syntax is scencial. Build a sequence but also mix behaviors in one phrase. DO NOT throw behaviors randomly and so separated. Think about the possible outcomes in advance.
- Two or more actions can be made at the same time, but be careful because one can truncate the other or worse...consume time with nonsense.
- Grammar is important.
- Typos, not that much... But could be a good moderated words disguise. (I guess...)
- PUNCTUATION is a must! It helps to separate ideas and behaviors, specially where there are more than one subject.
- Subject + behaviours. Group + behavior = Higher success rate of what you have foreseen. Sadly, not necessarily an avoidance of moderation.
- Using separated paragraphs helps with easier text tweaking and as visual aid.
- Also, you don’t need AI-generated poetry to achieve good results

(use it as an option, as a disguise, to jailbreak but not as a must within the entire prompt)
Be technical and concise...
I will be glad if you share your own mood modifiers combinations.