A reusable asset library for Adobe Premiere Pro 2024+, packaged as a CEP panel. Save timeline selections (or import external media) as reusable assets, then drag them back onto the timeline with correct track targeting — every effect, keyframe, transition and nested structure preserved.
Windows only. Targets Premiere Pro 2024+ (
PPRO 24.0+); developed and tested on Premiere Pro 2026 (v26.2.2).
VibeTools is free and open source (MIT). If it saves you time, you can buy me a coffee on Ko-fi ☕ — entirely optional.
🎛️ Fully vibe-coded — built hand-in-hand with AI. It does real work in real timelines; it just isn't over-engineered. There are no automated tests, so verify any changes yourself. MIT, no gatekeeping — fork it, break it, improve it. Issues and PRs welcome.
![]() |
![]() |
![]() |
| Browse by category | Asset library | Audio preview (pitch / reverse) |
- Save a timeline selection as a self-contained asset — it captures a real
.prprojfragment plus an auto-generated preview, so fidelity is exact (not a flattened render). - Import external media files as assets.
- Drag & drop assets back onto the timeline, dropped on the track you target.
- Audio assets: live pitch/reverse preview, rendered with FFmpeg.
- MOGRT support.
- Windows
- Adobe Premiere Pro 2024 or newer (24.0+) — tested on 2026 (v26.2.2)
- An
ffmpeg.exeatvendor/ffmpeg/ffmpeg.exe(a build is bundled — see FFmpeg below)
The repo ships with the prebuilt native binaries, so you don't need Visual Studio just to run the panel.
-
Enable unsigned CEP extensions. VibeTools is not Adobe-signed, so set Premiere to allow debug extensions. In the registry under
HKEY_CURRENT_USER\Software\Adobe\CSXS.11, add/set a String valuePlayerDebugMode = 1. (The number afterCSXSmatches your CEP runtime; on Premiere 2024 it'sCSXS.11. Restart Premiere afterwards.) -
Install the panel. Copy this whole folder into the CEP extensions directory so it lands as:
C:\Program Files (x86)\Common Files\Adobe\CEP\extensions\VibeTools\ -
Install the importer plugin. Copy
support_files\VT_Importer.prmto:C:\Program Files\Adobe\Common\Plug-ins\7.0\MediaCore\VibeTools\(create the
VibeToolsfolder). This registers the.vtbkextension used for precise drag-and-drop track targeting. -
Launch. Start Premiere Pro and open the panel from Window → Extensions → VibeTools.
Audio pitch/reverse previews are rendered by FFmpeg, invoked as a separate
process. A prebuilt ffmpeg.exe is bundled at vendor/ffmpeg/ffmpeg.exe. If
you remove it or want a different build, drop any ffmpeg.exe at that path, or
fetch one via npm i ffmpeg-static. See vendor/ffmpeg/LICENSE.txt.
Only needed if you change the native code. Requires Visual Studio 2022 (C++ desktop workload), CMake, x64. Run each batch script from its own directory.
| Component | How | Output |
|---|---|---|
VT_ExternalObject.dll |
cpp\build.bat |
copied to support_files\ |
VT_Importer.prm |
importer\build.bat |
install to MediaCore (see above) |
VT_ControlSurface.acsrf |
build native\VT_ControlSurface\VT_ControlSurface.sln |
— |
The importer and control surface build against the Adobe Premiere Pro C++
SDK, which is proprietary and not included here — download it from Adobe
and place it where the build scripts expect (see CLAUDE.md).
The web layer (HTML/CSS/JS) is loaded directly by Premiere — no build step.
VibeTools spans four layers across three runtimes (CEP panel → ExtendScript host
→ native DLL → native plugins). The full architecture, data flow, and the
save/apply workflows are documented in CLAUDE.md.
This is a hobby project that isn't actively polished, but issues and PRs are welcome. There's no automated test suite — changes are verified manually in Premiere.
MIT © 2026 UncleLuki.
Bundled third-party components keep their own licenses — see CREDITS.md. Notably, the bundled FFmpeg binary is GPLv3; VibeTools calls it as a separate process and is not a derivative work of it.
Adobe, Premiere Pro, and related marks are trademarks of Adobe Inc. This is an independent project, not affiliated with or endorsed by Adobe.


