Upload audio assets for G022_isle_comm_nodes (#128)
Browse files- Upload audio assets for G022_isle_comm_nodes (f1c6418f68ee246d462919a509beb5c594ac0982)
Co-authored-by: 严原一 <yyysaiko@users.noreply.huggingface.co>
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_001/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_001/meta.json +139 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_002/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_002/meta.json +140 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_003/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_003/meta.json +142 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_004/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_004/meta.json +143 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_005/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_005/meta.json +249 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_006/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_006/meta.json +143 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_007/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_007/meta.json +137 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_008/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_008/meta.json +746 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_009/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_009/meta.json +750 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_010/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_010/meta.json +338 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_011/audio.wav +3 -0
- outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_011/meta.json +722 -0
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_001/audio.wav
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version https://git-lfs.github.com/spec/v1
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oid sha256:c522770509bce981afabbc0165962e411f08767a66bc3744ce6ffbf8888eaf29
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size 115244
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_001/meta.json
ADDED
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@@ -0,0 +1,139 @@
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{
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"game_id": "G022_isle_comm_nodes",
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"task_id": "G022_sfx_001",
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"asset_name": "turn_start",
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"audio_type": "sound_effect",
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"sound_category": "one_shot",
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"file": "audio.wav",
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"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_001/audio.wav",
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"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_001",
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"task_kind": "audio",
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"sample_rate": 48000,
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"requested_sample_rate": 48000,
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"duration_sec": 0.6,
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"requested_duration_sec": 0.6,
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"channels": 2,
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"source_task": {
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"game_id": "G022_isle_comm_nodes",
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"task_id": "G022_sfx_001",
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"asset_name": "turn_start",
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"audio_type": "sound_effect",
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"sound_category": "one_shot",
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"prompt": "Bright turn-start chime with phase banner swell",
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"duration_sec": 0.6,
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"sample_rate": 48000,
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"seed": 5221,
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"trigger": "回合/阶段开始(阶段横幅同帧)",
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"required_by_spec": true,
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"spec_ref": "F05",
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"loop": false,
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"stop_condition": "natural_end",
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"priority": "gameplay_critical",
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"ducking": "none",
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"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition"
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},
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"source_tasks_sha256": "0735771a6569ccd72952ac8c1adb187b437370210e3698d2fe9688c8d901e5fb",
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| 36 |
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"source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
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| 37 |
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"collection_annotations": {
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"planned_source": "general_audio_llm"
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},
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"trigger": "回合/阶段开始(阶段横幅同帧)",
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"loop": false,
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"stop_condition": "natural_end",
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| 43 |
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"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
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"variants": [
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{
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"id": "G022_sfx_001__v1",
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| 47 |
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"variant": "default",
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| 48 |
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"method": "elevenlabs/sound-effects-v2",
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"request": {
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| 50 |
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"prompt": "Bright turn-start chime with phase banner swell. Clear isolated sound starting promptly and ending naturally.",
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"duration": 0.6,
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"loop": false,
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| 53 |
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"prompt_influence": 0.65
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},
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"raw_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/G022_sfx_001__v1/raw.mp3",
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| 56 |
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"raw_sha256": "d53cd683b7a6685aa8680c98e2eac50bfc6388609d8ad682082842433ddda6c9",
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| 57 |
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"remote_id": "461576604c624ff68b5ffda03f94d018",
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| 58 |
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"remote_task_id": null,
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| 59 |
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"recipe": null,
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| 60 |
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"auxiliary_semantic": {
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| 61 |
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"positive_cosine": 0.38729414343833923,
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| 62 |
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"strongest_contrast_cosine": 0.3339916467666626,
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| 63 |
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"margin": 0.053302496671676636,
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| 64 |
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"matched_source_families": [
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| 65 |
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"tone"
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| 66 |
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],
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| 67 |
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"positive_texts": [
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| 68 |
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"Bright turn-start chime with phase banner swell",
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| 69 |
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"The sound of Bright turn-start chime with phase banner swell",
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"A short electronic beep or chime notification."
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],
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"contrast_texts": [
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"A human voice speaking or shouting.",
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"A firearm firing sharp gunshots.",
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"A crossbow or ballista string releasing with an arrow whoosh.",
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"A short solid physical impact or dull thud.",
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"A short metallic mechanism clacking or ringing.",
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"Wooden objects cracking and creaking.",
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"Boot footsteps tapping and clanking on a hard surface.",
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"Fabric rustling and rubbing.",
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"Paper cards sliding and fluttering.",
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"Continuous natural wind blowing and hissing.",
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"A fast airy swoosh or whoosh.",
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"Rain falling steadily, with distant thunder.",
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"Water washing, splashing and dripping naturally.",
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"Fire burning and crackling.",
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"Brittle ice cracking and snow crunching.",
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"Electrical buzzing, sparking and crackling.",
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"A mechanical motor engine humming and rattling.",
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"A brief musical brass or tonal game cue.",
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| 91 |
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"A deep low ominous drone or rumble.",
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"An animal or creature vocalizing, growling or chirping.",
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| 93 |
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"Stone rubbing, grinding and crumbling.",
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"Ropes or structural supports creaking under tension.",
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"Glass or crystal cracking and shattering.",
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"A resonant horn, bell or warning siren.",
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"Electronic static and radio interference.",
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"A loud explosive boom.",
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| 99 |
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"Silence with very faint recording noise."
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| 100 |
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],
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| 101 |
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"revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
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| 102 |
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"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
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| 103 |
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},
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| 104 |
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"speech_transcription_check": null,
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| 105 |
+
"loop_diagnostics": null,
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| 106 |
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"full_loop_diagnostics": null,
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| 107 |
+
"file": "audio.wav",
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| 108 |
+
"sha256": "c522770509bce981afabbc0165962e411f08767a66bc3744ce6ffbf8888eaf29",
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| 109 |
+
"duration_sec": 0.6,
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| 110 |
+
"channels": 2,
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| 111 |
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"human_review": "NOT_REQUIRED_USER_DELEGATED",
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| 112 |
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"processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
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| 113 |
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"agent_review": {
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| 114 |
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"task_id": "G022_sfx_001",
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| 115 |
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"status": "ACCEPTED_AGENT",
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| 116 |
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"issues": [],
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| 117 |
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"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
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| 118 |
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"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
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| 119 |
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}
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| 120 |
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}
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| 121 |
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],
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| 122 |
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"required_variants": [
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| 123 |
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"default"
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| 124 |
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],
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| 125 |
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"package_complete": true,
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| 126 |
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"human_review": "NOT_REQUIRED_USER_DELEGATED",
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| 127 |
+
"stage3_import_status": "NOT_RUN",
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| 128 |
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"runtime_notes": [
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| 129 |
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"Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
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| 130 |
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],
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| 131 |
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"review_status": "ACCEPTED_AGENT",
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| 132 |
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"agent_review": {
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| 133 |
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"task_id": "G022_sfx_001",
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| 134 |
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"status": "ACCEPTED_AGENT",
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| 135 |
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"issues": [],
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| 136 |
+
"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
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| 137 |
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"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
|
| 138 |
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}
|
| 139 |
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}
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_002/audio.wav
ADDED
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:dfc982837b5afa7cc07770d146f8009bd195e8659d3c4e55fe6e068f3dff5d14
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size 24564
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_002/meta.json
ADDED
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@@ -0,0 +1,140 @@
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{
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"game_id": "G022_isle_comm_nodes",
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| 3 |
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"task_id": "G022_sfx_002",
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| 4 |
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"asset_name": "move_confirm",
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| 5 |
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"audio_type": "sound_effect",
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| 6 |
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"sound_category": "one_shot",
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| 7 |
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"file": "audio.wav",
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| 8 |
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"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_002/audio.wav",
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| 9 |
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"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_002",
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| 10 |
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"task_kind": "audio",
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| 11 |
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"sample_rate": 48000,
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| 12 |
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"requested_sample_rate": 48000,
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| 13 |
+
"duration_sec": 0.2554166666666667,
|
| 14 |
+
"requested_duration_sec": 0.25,
|
| 15 |
+
"channels": 1,
|
| 16 |
+
"source_task": {
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| 17 |
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"game_id": "G022_isle_comm_nodes",
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| 18 |
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"task_id": "G022_sfx_002",
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| 19 |
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"asset_name": "move_confirm",
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| 20 |
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"audio_type": "sound_effect",
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| 21 |
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"sound_category": "one_shot",
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| 22 |
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"prompt": "Short step confirm tick as a move order lands",
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| 23 |
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"duration_sec": 0.25,
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| 24 |
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"sample_rate": 48000,
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| 25 |
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"seed": 5222,
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| 26 |
+
"trigger": "移动确认(路径线淡显同帧)",
|
| 27 |
+
"required_by_spec": true,
|
| 28 |
+
"spec_ref": "F05",
|
| 29 |
+
"loop": false,
|
| 30 |
+
"stop_condition": "natural_end",
|
| 31 |
+
"priority": "gameplay_critical",
|
| 32 |
+
"ducking": "none",
|
| 33 |
+
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],
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|
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_003/audio.wav
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{
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|
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|
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|
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|
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|
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|
| 16 |
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|
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|
| 18 |
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|
| 19 |
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|
| 20 |
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|
| 21 |
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|
| 22 |
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|
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|
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|
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|
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|
| 31 |
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"priority": "gameplay_critical",
|
| 32 |
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"ducking": "none",
|
| 33 |
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|
| 38 |
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"planned_source": "general_audio_llm"
|
| 39 |
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},
|
| 40 |
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"trigger": "攻击命中(命中火花同帧)",
|
| 41 |
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"loop": false,
|
| 42 |
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"stop_condition": "natural_end",
|
| 43 |
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"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
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"variants": [
|
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{
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|
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"method": "mirelo-ai/sfx-2.0/text-to-audio",
|
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"request": {
|
| 50 |
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"prompt": "A short dull impact against a metal armor plate, with a light ringing tail.",
|
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|
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|
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|
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"seed": 20266241
|
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},
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"raw_path": "/home/yyy/bench/audio_production/20261017_verified/mirelo2_minimal_pilot/pilot/G022_sfx_003__mirelo2_minimal_native_once/raw.wav",
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|
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],
|
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"positive_texts": [
|
| 69 |
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|
| 70 |
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|
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|
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|
| 74 |
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|
| 75 |
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|
| 76 |
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| 77 |
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| 78 |
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|
| 79 |
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|
| 80 |
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|
| 81 |
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"Paper cards sliding and fluttering.",
|
| 82 |
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|
| 83 |
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|
| 84 |
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|
| 85 |
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|
| 86 |
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"Fire burning and crackling.",
|
| 87 |
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|
| 88 |
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|
| 89 |
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|
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|
| 91 |
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|
| 92 |
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|
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|
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|
| 106 |
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|
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|
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],
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|
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|
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_004/audio.wav
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version https://git-lfs.github.com/spec/v1
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| 3 |
+
size 38444
|
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_004/meta.json
ADDED
|
@@ -0,0 +1,143 @@
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|
| 1 |
+
{
|
| 2 |
+
"game_id": "G022_isle_comm_nodes",
|
| 3 |
+
"task_id": "G022_sfx_004",
|
| 4 |
+
"asset_name": "heal_pulse",
|
| 5 |
+
"audio_type": "sound_effect",
|
| 6 |
+
"sound_category": "one_shot",
|
| 7 |
+
"file": "audio.wav",
|
| 8 |
+
"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_004/audio.wav",
|
| 9 |
+
"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_004",
|
| 10 |
+
"task_kind": "audio",
|
| 11 |
+
"sample_rate": 48000,
|
| 12 |
+
"requested_sample_rate": 48000,
|
| 13 |
+
"duration_sec": 0.4,
|
| 14 |
+
"requested_duration_sec": 0.4,
|
| 15 |
+
"channels": 1,
|
| 16 |
+
"source_task": {
|
| 17 |
+
"game_id": "G022_isle_comm_nodes",
|
| 18 |
+
"task_id": "G022_sfx_004",
|
| 19 |
+
"asset_name": "heal_pulse",
|
| 20 |
+
"audio_type": "sound_effect",
|
| 21 |
+
"sound_category": "one_shot",
|
| 22 |
+
"prompt": "Warm green heal pulse chime",
|
| 23 |
+
"duration_sec": 0.4,
|
| 24 |
+
"sample_rate": 48000,
|
| 25 |
+
"seed": 5224,
|
| 26 |
+
"trigger": "治疗脉冲(绿色脉冲环同帧)",
|
| 27 |
+
"required_by_spec": true,
|
| 28 |
+
"spec_ref": "F05",
|
| 29 |
+
"loop": false,
|
| 30 |
+
"stop_condition": "natural_end",
|
| 31 |
+
"priority": "gameplay_critical",
|
| 32 |
+
"ducking": "none",
|
| 33 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition"
|
| 34 |
+
},
|
| 35 |
+
"source_tasks_sha256": "0735771a6569ccd72952ac8c1adb187b437370210e3698d2fe9688c8d901e5fb",
|
| 36 |
+
"source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
|
| 37 |
+
"collection_annotations": {
|
| 38 |
+
"planned_source": "general_audio_llm"
|
| 39 |
+
},
|
| 40 |
+
"trigger": "治疗脉冲(绿色脉冲环同帧)",
|
| 41 |
+
"loop": false,
|
| 42 |
+
"stop_condition": "natural_end",
|
| 43 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
|
| 44 |
+
"variants": [
|
| 45 |
+
{
|
| 46 |
+
"id": "synth_G022_sfx_004",
|
| 47 |
+
"variant": "default",
|
| 48 |
+
"method": "direct_signal_synthesis",
|
| 49 |
+
"request": null,
|
| 50 |
+
"raw_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/synth_G022_sfx_004__default/native.wav",
|
| 51 |
+
"raw_sha256": "a5761f5a2054b23348a37155fd6c93e6f3556aa8c0c7ad065ddfa2d39745f4b0",
|
| 52 |
+
"remote_id": null,
|
| 53 |
+
"remote_task_id": null,
|
| 54 |
+
"recipe": {
|
| 55 |
+
"kind": "chime",
|
| 56 |
+
"frequencies_hz": [
|
| 57 |
+
659.25,
|
| 58 |
+
987.77
|
| 59 |
+
],
|
| 60 |
+
"duration_sec": 0.4,
|
| 61 |
+
"seed": 5224,
|
| 62 |
+
"fixed_amplitudes": true
|
| 63 |
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},
|
| 64 |
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"auxiliary_semantic": {
|
| 65 |
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"positive_cosine": 0.5541890263557434,
|
| 66 |
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"strongest_contrast_cosine": 0.20080585777759552,
|
| 67 |
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"margin": 0.3533831685781479,
|
| 68 |
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"matched_source_families": [
|
| 69 |
+
"tone"
|
| 70 |
+
],
|
| 71 |
+
"positive_texts": [
|
| 72 |
+
"Warm green heal pulse chime",
|
| 73 |
+
"The sound of Warm green heal pulse chime",
|
| 74 |
+
"A short electronic beep or chime notification."
|
| 75 |
+
],
|
| 76 |
+
"contrast_texts": [
|
| 77 |
+
"A human voice speaking or shouting.",
|
| 78 |
+
"A firearm firing sharp gunshots.",
|
| 79 |
+
"A crossbow or ballista string releasing with an arrow whoosh.",
|
| 80 |
+
"A short solid physical impact or dull thud.",
|
| 81 |
+
"A short metallic mechanism clacking or ringing.",
|
| 82 |
+
"Wooden objects cracking and creaking.",
|
| 83 |
+
"Boot footsteps tapping and clanking on a hard surface.",
|
| 84 |
+
"Fabric rustling and rubbing.",
|
| 85 |
+
"Paper cards sliding and fluttering.",
|
| 86 |
+
"Continuous natural wind blowing and hissing.",
|
| 87 |
+
"A fast airy swoosh or whoosh.",
|
| 88 |
+
"Rain falling steadily, with distant thunder.",
|
| 89 |
+
"Water washing, splashing and dripping naturally.",
|
| 90 |
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"Fire burning and crackling.",
|
| 91 |
+
"Brittle ice cracking and snow crunching.",
|
| 92 |
+
"Electrical buzzing, sparking and crackling.",
|
| 93 |
+
"A mechanical motor engine humming and rattling.",
|
| 94 |
+
"A brief musical brass or tonal game cue.",
|
| 95 |
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"A deep low ominous drone or rumble.",
|
| 96 |
+
"An animal or creature vocalizing, growling or chirping.",
|
| 97 |
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"Stone rubbing, grinding and crumbling.",
|
| 98 |
+
"Ropes or structural supports creaking under tension.",
|
| 99 |
+
"Glass or crystal cracking and shattering.",
|
| 100 |
+
"A resonant horn, bell or warning siren.",
|
| 101 |
+
"Electronic static and radio interference.",
|
| 102 |
+
"A loud explosive boom.",
|
| 103 |
+
"Silence with very faint recording noise."
|
| 104 |
+
],
|
| 105 |
+
"revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
|
| 106 |
+
"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
|
| 107 |
+
},
|
| 108 |
+
"speech_transcription_check": null,
|
| 109 |
+
"loop_diagnostics": null,
|
| 110 |
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"full_loop_diagnostics": null,
|
| 111 |
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"file": "audio.wav",
|
| 112 |
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"sha256": "a5761f5a2054b23348a37155fd6c93e6f3556aa8c0c7ad065ddfa2d39745f4b0",
|
| 113 |
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"duration_sec": 0.4,
|
| 114 |
+
"channels": 1,
|
| 115 |
+
"human_review": "NOT_REQUIRED_USER_DELEGATED",
|
| 116 |
+
"processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
|
| 117 |
+
"agent_review": {
|
| 118 |
+
"task_id": "G022_sfx_004",
|
| 119 |
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"status": "ACCEPTED_AGENT",
|
| 120 |
+
"issues": [],
|
| 121 |
+
"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
|
| 122 |
+
"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
|
| 123 |
+
}
|
| 124 |
+
}
|
| 125 |
+
],
|
| 126 |
+
"required_variants": [
|
| 127 |
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"default"
|
| 128 |
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],
|
| 129 |
+
"package_complete": true,
|
| 130 |
+
"human_review": "NOT_REQUIRED_USER_DELEGATED",
|
| 131 |
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"stage3_import_status": "NOT_RUN",
|
| 132 |
+
"runtime_notes": [
|
| 133 |
+
"Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
|
| 134 |
+
],
|
| 135 |
+
"review_status": "ACCEPTED_AGENT",
|
| 136 |
+
"agent_review": {
|
| 137 |
+
"task_id": "G022_sfx_004",
|
| 138 |
+
"status": "ACCEPTED_AGENT",
|
| 139 |
+
"issues": [],
|
| 140 |
+
"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
|
| 141 |
+
"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
|
| 142 |
+
}
|
| 143 |
+
}
|
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_005/audio.wav
ADDED
|
@@ -0,0 +1,3 @@
|
|
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|
|
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|
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|
| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
+
oid sha256:fc4ef357a090bc5c03943e70e0782c84c46b236da3ca0ebee7207f27dac6810c
|
| 3 |
+
size 48044
|
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_005/meta.json
ADDED
|
@@ -0,0 +1,249 @@
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|
| 1 |
+
{
|
| 2 |
+
"game_id": "G022_isle_comm_nodes",
|
| 3 |
+
"task_id": "G022_sfx_005",
|
| 4 |
+
"asset_name": "fog_reveal",
|
| 5 |
+
"audio_type": "sound_effect",
|
| 6 |
+
"sound_category": "one_shot",
|
| 7 |
+
"file": "audio.wav",
|
| 8 |
+
"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_005/audio.wav",
|
| 9 |
+
"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_005",
|
| 10 |
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"task_kind": "audio",
|
| 11 |
+
"sample_rate": 48000,
|
| 12 |
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"requested_sample_rate": 48000,
|
| 13 |
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"duration_sec": 0.5,
|
| 14 |
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"requested_duration_sec": 0.5,
|
| 15 |
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"channels": 1,
|
| 16 |
+
"source_task": {
|
| 17 |
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"game_id": "G022_isle_comm_nodes",
|
| 18 |
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"task_id": "G022_sfx_005",
|
| 19 |
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"asset_name": "fog_reveal",
|
| 20 |
+
"audio_type": "sound_effect",
|
| 21 |
+
"sound_category": "one_shot",
|
| 22 |
+
"prompt": "Mist-part reveal shimmer as hidden units become visible",
|
| 23 |
+
"duration_sec": 0.5,
|
| 24 |
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"sample_rate": 48000,
|
| 25 |
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"seed": 5225,
|
| 26 |
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"trigger": "草丛揭示(迷雾揭格同帧)",
|
| 27 |
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"required_by_spec": true,
|
| 28 |
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"spec_ref": "F05",
|
| 29 |
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"loop": false,
|
| 30 |
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"stop_condition": "natural_end",
|
| 31 |
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"priority": "gameplay_critical",
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_006/audio.wav
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version https://git-lfs.github.com/spec/v1
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size 28844
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_006/meta.json
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@@ -0,0 +1,143 @@
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{
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"game_id": "G022_isle_comm_nodes",
|
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"task_id": "G022_sfx_006",
|
| 4 |
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"asset_name": "capture_ring_tick",
|
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"audio_type": "sound_effect",
|
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"sound_category": "one_shot",
|
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"file": "audio.wav",
|
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"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_006/audio.wav",
|
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"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_006",
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"task_kind": "audio",
|
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"sample_rate": 48000,
|
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|
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|
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|
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"game_id": "G022_isle_comm_nodes",
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"prompt": "Rising capture tick as the hold ring gains a segment",
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|
| 31 |
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"priority": "gameplay_critical",
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|
| 33 |
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"collection_annotations": {
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},
|
| 40 |
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"trigger": "驻留进度 +1(占点环同帧)",
|
| 41 |
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"loop": false,
|
| 42 |
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"stop_condition": "natural_end",
|
| 43 |
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|
| 44 |
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"variants": [
|
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{
|
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"id": "G022_sfx_006__functional_native",
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"variant": "default",
|
| 48 |
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"method": "direct_signal_synthesis",
|
| 49 |
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"request": null,
|
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"raw_path": "/home/yyy/bench/audio_production/20261017_verified/functional_candidates/G022_isle_comm_nodes/synth_G022_sfx_006__default/native.wav",
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"recipe": {
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|
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"frequencies_hz": [
|
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|
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|
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"duration_sec": 0.3,
|
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"seed": 5226,
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| 64 |
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| 107 |
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},
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|
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|
| 115 |
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| 116 |
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"processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
|
| 117 |
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"agent_review": {
|
| 118 |
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"task_id": "G022_sfx_006",
|
| 119 |
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"status": "ACCEPTED_AGENT",
|
| 120 |
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"issues": [],
|
| 121 |
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"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
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| 122 |
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"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
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}
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| 124 |
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}
|
| 125 |
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],
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| 126 |
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"required_variants": [
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| 127 |
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"default"
|
| 128 |
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],
|
| 129 |
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|
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|
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|
| 132 |
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"runtime_notes": [
|
| 133 |
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"Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
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| 134 |
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],
|
| 135 |
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"review_status": "ACCEPTED_AGENT",
|
| 136 |
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"agent_review": {
|
| 137 |
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|
| 138 |
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"status": "ACCEPTED_AGENT",
|
| 139 |
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"issues": [],
|
| 140 |
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"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
|
| 141 |
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"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
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| 142 |
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}
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| 143 |
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|
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_007/audio.wav
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version https://git-lfs.github.com/spec/v1
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_007/meta.json
ADDED
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@@ -0,0 +1,137 @@
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|
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|
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|
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|
|
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|
|
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{
|
| 2 |
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"game_id": "G022_isle_comm_nodes",
|
| 3 |
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"task_id": "G022_sfx_007",
|
| 4 |
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"asset_name": "ownership_change",
|
| 5 |
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|
| 6 |
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"sound_category": "one_shot",
|
| 7 |
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"file": "audio.wav",
|
| 8 |
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"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_007/audio.wav",
|
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"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_007",
|
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"task_kind": "audio",
|
| 11 |
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"sample_rate": 48000,
|
| 12 |
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"requested_sample_rate": 48000,
|
| 13 |
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|
| 14 |
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|
| 15 |
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"channels": 2,
|
| 16 |
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"source_task": {
|
| 17 |
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"game_id": "G022_isle_comm_nodes",
|
| 18 |
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"task_id": "G022_sfx_007",
|
| 19 |
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"asset_name": "ownership_change",
|
| 20 |
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"audio_type": "sound_effect",
|
| 21 |
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"sound_category": "one_shot",
|
| 22 |
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"prompt": "Triumphant node ownership change with relay power-up whine",
|
| 23 |
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|
| 24 |
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"sample_rate": 48000,
|
| 25 |
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"seed": 5227,
|
| 26 |
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"trigger": "节点归属变更(换旗同帧)",
|
| 27 |
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"required_by_spec": true,
|
| 28 |
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"spec_ref": "F05",
|
| 29 |
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"loop": false,
|
| 30 |
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"stop_condition": "natural_end",
|
| 31 |
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"priority": "gameplay_critical",
|
| 32 |
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"ducking": "none",
|
| 33 |
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"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition"
|
| 34 |
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},
|
| 35 |
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"source_tasks_sha256": "0735771a6569ccd72952ac8c1adb187b437370210e3698d2fe9688c8d901e5fb",
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|
| 37 |
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"collection_annotations": {
|
| 38 |
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"planned_source": "general_audio_llm"
|
| 39 |
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},
|
| 40 |
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"trigger": "节点归属变更(换旗同帧)",
|
| 41 |
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"loop": false,
|
| 42 |
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"stop_condition": "natural_end",
|
| 43 |
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"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
|
| 44 |
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"variants": [
|
| 45 |
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{
|
| 46 |
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"id": "G022_sfx_007__v1",
|
| 47 |
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"variant": "default",
|
| 48 |
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"method": "elevenlabs/sound-effects-v2",
|
| 49 |
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"request": {
|
| 50 |
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"prompt": "Triumphant node ownership change with relay power-up whine. Clear isolated sound starting promptly and ending naturally.",
|
| 51 |
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"duration": 1.0,
|
| 52 |
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"loop": false,
|
| 53 |
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"prompt_influence": 0.65
|
| 54 |
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},
|
| 55 |
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"raw_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/G022_sfx_007__v1/raw.mp3",
|
| 56 |
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"raw_sha256": "37443bc8785972e3af63ea4fdb3eb1fa12142ab63a5d275a22ceeb4358fa8fc8",
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"remote_id": "b7fa3dba6c4844d2bc88a966a43e9f5f",
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| 59 |
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"auxiliary_semantic": {
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"positive_cosine": 0.3156733512878418,
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"margin": 0.0654873251914978,
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"matched_source_families": [],
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| 65 |
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"positive_texts": [
|
| 66 |
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"Triumphant node ownership change with relay power-up whine",
|
| 67 |
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"The sound of Triumphant node ownership change with relay power-up whine"
|
| 68 |
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],
|
| 69 |
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"contrast_texts": [
|
| 70 |
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"A human voice speaking or shouting.",
|
| 71 |
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"A firearm firing sharp gunshots.",
|
| 72 |
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"A crossbow or ballista string releasing with an arrow whoosh.",
|
| 73 |
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"A short solid physical impact or dull thud.",
|
| 74 |
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|
| 75 |
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"Wooden objects cracking and creaking.",
|
| 76 |
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"Boot footsteps tapping and clanking on a hard surface.",
|
| 77 |
+
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|
| 78 |
+
"Paper cards sliding and fluttering.",
|
| 79 |
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"Continuous natural wind blowing and hissing.",
|
| 80 |
+
"A fast airy swoosh or whoosh.",
|
| 81 |
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|
| 82 |
+
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|
| 83 |
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|
| 84 |
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"Brittle ice cracking and snow crunching.",
|
| 85 |
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|
| 86 |
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|
| 87 |
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|
| 88 |
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|
| 89 |
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"A deep low ominous drone or rumble.",
|
| 90 |
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|
| 91 |
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"Stone rubbing, grinding and crumbling.",
|
| 92 |
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"Ropes or structural supports creaking under tension.",
|
| 93 |
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|
| 94 |
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"A resonant horn, bell or warning siren.",
|
| 95 |
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"Electronic static and radio interference.",
|
| 96 |
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"A loud explosive boom.",
|
| 97 |
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"Silence with very faint recording noise."
|
| 98 |
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],
|
| 99 |
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"revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
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| 100 |
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"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
|
| 101 |
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},
|
| 102 |
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"speech_transcription_check": null,
|
| 103 |
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|
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"file": "audio.wav",
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"sha256": "923bec1ef74bf99aadcd53c1774c747bc79840d0b3f7eee4a1a4c4e7b0b2cfbf",
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"duration_sec": 1.0,
|
| 108 |
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"channels": 2,
|
| 109 |
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"human_review": "NOT_REQUIRED_USER_DELEGATED",
|
| 110 |
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"processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
|
| 111 |
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"agent_review": {
|
| 112 |
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"task_id": "G022_sfx_007",
|
| 113 |
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"status": "ACCEPTED_AGENT",
|
| 114 |
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"issues": [],
|
| 115 |
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"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
|
| 116 |
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"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
|
| 117 |
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}
|
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|
| 119 |
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],
|
| 120 |
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"required_variants": [
|
| 121 |
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"default"
|
| 122 |
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],
|
| 123 |
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"package_complete": true,
|
| 124 |
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"human_review": "NOT_REQUIRED_USER_DELEGATED",
|
| 125 |
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"stage3_import_status": "NOT_RUN",
|
| 126 |
+
"runtime_notes": [
|
| 127 |
+
"Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
|
| 128 |
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],
|
| 129 |
+
"review_status": "ACCEPTED_AGENT",
|
| 130 |
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"agent_review": {
|
| 131 |
+
"task_id": "G022_sfx_007",
|
| 132 |
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"status": "ACCEPTED_AGENT",
|
| 133 |
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"issues": [],
|
| 134 |
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"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
|
| 135 |
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"basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
|
| 136 |
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}
|
| 137 |
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}
|
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_008/audio.wav
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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size 49084
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_008/meta.json
ADDED
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@@ -0,0 +1,746 @@
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|
| 1 |
+
{
|
| 2 |
+
"game_id": "G022_isle_comm_nodes",
|
| 3 |
+
"task_id": "G022_sfx_008",
|
| 4 |
+
"asset_name": "unit_defeat",
|
| 5 |
+
"audio_type": "sound_effect",
|
| 6 |
+
"sound_category": "one_shot",
|
| 7 |
+
"file": "audio.wav",
|
| 8 |
+
"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_008/audio.wav",
|
| 9 |
+
"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_008",
|
| 10 |
+
"task_kind": "audio",
|
| 11 |
+
"sample_rate": 48000,
|
| 12 |
+
"requested_sample_rate": 48000,
|
| 13 |
+
"duration_sec": 0.5108333333333334,
|
| 14 |
+
"requested_duration_sec": 0.5,
|
| 15 |
+
"channels": 1,
|
| 16 |
+
"source_task": {
|
| 17 |
+
"game_id": "G022_isle_comm_nodes",
|
| 18 |
+
"task_id": "G022_sfx_008",
|
| 19 |
+
"asset_name": "unit_defeat",
|
| 20 |
+
"audio_type": "sound_effect",
|
| 21 |
+
"sound_category": "one_shot",
|
| 22 |
+
"prompt": "Soft defeat dissolve as a unit falls",
|
| 23 |
+
"duration_sec": 0.5,
|
| 24 |
+
"sample_rate": 48000,
|
| 25 |
+
"seed": 5228,
|
| 26 |
+
"trigger": "单位倒地(unit_defeat 同帧)",
|
| 27 |
+
"required_by_spec": true,
|
| 28 |
+
"spec_ref": "F05",
|
| 29 |
+
"loop": false,
|
| 30 |
+
"stop_condition": "natural_end",
|
| 31 |
+
"priority": "gameplay_critical",
|
| 32 |
+
"ducking": "none",
|
| 33 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition"
|
| 34 |
+
},
|
| 35 |
+
"source_tasks_sha256": "0735771a6569ccd72952ac8c1adb187b437370210e3698d2fe9688c8d901e5fb",
|
| 36 |
+
"source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
|
| 37 |
+
"collection_annotations": {
|
| 38 |
+
"planned_source": "general_audio_llm"
|
| 39 |
+
},
|
| 40 |
+
"trigger": "单位倒地(unit_defeat 同帧)",
|
| 41 |
+
"loop": false,
|
| 42 |
+
"stop_condition": "natural_end",
|
| 43 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
|
| 44 |
+
"variants": [
|
| 45 |
+
{
|
| 46 |
+
"id": "G022_sfx_008__acoustic1__sample02",
|
| 47 |
+
"variant": "default",
|
| 48 |
+
"method": "mirelo-ai/sfx-1.6/text-to-audio",
|
| 49 |
+
"request": {
|
| 50 |
+
"text_prompt": "A soft short falling airy dissolve, a muted low defeat tone melting into a faint breath of mist. The entire compact event fits in 0.5 seconds. It begins immediately and ends naturally, clearly audible, without unrelated background. No background music. No voices.",
|
| 51 |
+
"duration": 0.5,
|
| 52 |
+
"ambience": false,
|
| 53 |
+
"double_output": false,
|
| 54 |
+
"num_samples": 2
|
| 55 |
+
},
|
| 56 |
+
"raw_path": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G022_isle_comm_nodes/G022_sfx_008__acoustic1/sample_02/raw.mp3",
|
| 57 |
+
"raw_sha256": "a335e2745277fb9bf13c140201471fde61081ca8e29560f05e9e107cd58777b8",
|
| 58 |
+
"remote_id": "99862c2a597f44df9e998fdfaf8bee8a",
|
| 59 |
+
"remote_task_id": null,
|
| 60 |
+
"recipe": null,
|
| 61 |
+
"auxiliary_semantic": {
|
| 62 |
+
"positive_cosine": 0.292314738035202,
|
| 63 |
+
"strongest_contrast_cosine": 0.25717881321907043,
|
| 64 |
+
"margin": 0.03513592481613159,
|
| 65 |
+
"matched_source_families": [],
|
| 66 |
+
"positive_texts": [
|
| 67 |
+
"A soft dissolving defeat sound fading out.",
|
| 68 |
+
"The sound of A soft dissolving defeat sound fading out."
|
| 69 |
+
],
|
| 70 |
+
"contrast_texts": [
|
| 71 |
+
"A human voice speaking or shouting.",
|
| 72 |
+
"A firearm firing sharp gunshots.",
|
| 73 |
+
"A crossbow or ballista string releasing with an arrow whoosh.",
|
| 74 |
+
"A short solid physical impact or dull thud.",
|
| 75 |
+
"A short metallic mechanism clacking or ringing.",
|
| 76 |
+
"Wooden objects cracking and creaking.",
|
| 77 |
+
"Boot footsteps tapping and clanking on a hard surface.",
|
| 78 |
+
"Fabric rustling and rubbing.",
|
| 79 |
+
"Paper cards sliding and fluttering.",
|
| 80 |
+
"Continuous natural wind blowing and hissing.",
|
| 81 |
+
"A fast airy swoosh or whoosh.",
|
| 82 |
+
"Rain falling steadily, with distant thunder.",
|
| 83 |
+
"Water washing, splashing and dripping naturally.",
|
| 84 |
+
"Fire burning and crackling.",
|
| 85 |
+
"Brittle ice cracking and snow crunching.",
|
| 86 |
+
"Electrical buzzing, sparking and crackling.",
|
| 87 |
+
"A mechanical motor engine humming and rattling.",
|
| 88 |
+
"A brief musical brass or tonal game cue.",
|
| 89 |
+
"A short electronic beep or chime notification.",
|
| 90 |
+
"A deep low ominous drone or rumble.",
|
| 91 |
+
"An animal or creature vocalizing, growling or chirping.",
|
| 92 |
+
"Stone rubbing, grinding and crumbling.",
|
| 93 |
+
"Ropes or structural supports creaking under tension.",
|
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|
| 1 |
+
{
|
| 2 |
+
"game_id": "G022_isle_comm_nodes",
|
| 3 |
+
"task_id": "G022_sfx_009",
|
| 4 |
+
"asset_name": "match_end_victory",
|
| 5 |
+
"audio_type": "sound_effect",
|
| 6 |
+
"sound_category": "one_shot",
|
| 7 |
+
"file": "audio.wav",
|
| 8 |
+
"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_009/audio.wav",
|
| 9 |
+
"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_009",
|
| 10 |
+
"task_kind": "audio",
|
| 11 |
+
"sample_rate": 48000,
|
| 12 |
+
"requested_sample_rate": 48000,
|
| 13 |
+
"duration_sec": 2.0,
|
| 14 |
+
"requested_duration_sec": 2.0,
|
| 15 |
+
"channels": 2,
|
| 16 |
+
"source_task": {
|
| 17 |
+
"game_id": "G022_isle_comm_nodes",
|
| 18 |
+
"task_id": "G022_sfx_009",
|
| 19 |
+
"asset_name": "match_end_victory",
|
| 20 |
+
"audio_type": "sound_effect",
|
| 21 |
+
"sound_category": "one_shot",
|
| 22 |
+
"prompt": "Victory horn as the relay link relights for the win banner",
|
| 23 |
+
"duration_sec": 2.0,
|
| 24 |
+
"sample_rate": 48000,
|
| 25 |
+
"seed": 5229,
|
| 26 |
+
"trigger": "胜利终局横幅",
|
| 27 |
+
"required_by_spec": true,
|
| 28 |
+
"spec_ref": "F05",
|
| 29 |
+
"loop": false,
|
| 30 |
+
"stop_condition": "natural_end",
|
| 31 |
+
"priority": "gameplay_critical",
|
| 32 |
+
"ducking": "none",
|
| 33 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition"
|
| 34 |
+
},
|
| 35 |
+
"source_tasks_sha256": "0735771a6569ccd72952ac8c1adb187b437370210e3698d2fe9688c8d901e5fb",
|
| 36 |
+
"source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
|
| 37 |
+
"collection_annotations": {
|
| 38 |
+
"planned_source": "general_audio_llm"
|
| 39 |
+
},
|
| 40 |
+
"trigger": "胜利终局横幅",
|
| 41 |
+
"loop": false,
|
| 42 |
+
"stop_condition": "natural_end",
|
| 43 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
|
| 44 |
+
"variants": [
|
| 45 |
+
{
|
| 46 |
+
"id": "G022_sfx_009__autonomous_repair1",
|
| 47 |
+
"variant": "default",
|
| 48 |
+
"method": "elevenlabs/sound-effects-v2",
|
| 49 |
+
"request": {
|
| 50 |
+
"prompt": "Victory horn as the relay link relights for the win banner. Isolated close-up recording. One complete compact event with an immediately audible attack and natural decay. Clean controlled recording level without distortion or overload.",
|
| 51 |
+
"duration": 2.0,
|
| 52 |
+
"loop": false,
|
| 53 |
+
"prompt_influence": 0.3
|
| 54 |
+
},
|
| 55 |
+
"raw_path": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G022_isle_comm_nodes/G022_sfx_009__autonomous_repair1/raw.mp3",
|
| 56 |
+
"raw_sha256": "4e6749bd3d177f495cd2fafdcd817430e5c009bdaab47c105306b3fd868511ae",
|
| 57 |
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"A mechanical motor engine humming and rattling.",
|
| 730 |
+
"A brief musical brass or tonal game cue.",
|
| 731 |
+
"A short electronic beep or chime notification.",
|
| 732 |
+
"A deep low ominous drone or rumble.",
|
| 733 |
+
"An animal or creature vocalizing, growling or chirping.",
|
| 734 |
+
"Stone rubbing, grinding and crumbling.",
|
| 735 |
+
"Ropes or structural supports creaking under tension.",
|
| 736 |
+
"Glass or crystal cracking and shattering.",
|
| 737 |
+
"Electronic static and radio interference.",
|
| 738 |
+
"Silence with very faint recording noise."
|
| 739 |
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],
|
| 740 |
+
"revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
|
| 741 |
+
"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
|
| 742 |
+
}
|
| 743 |
+
}
|
| 744 |
+
],
|
| 745 |
+
"negative_control_boundary": "Semantic checks only; unequal control duration is not used to reject controls.",
|
| 746 |
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"method_sha256": "dcc7f4d00424b551fde99e14025819a0f5277a0518564eac10ace63012c18760"
|
| 747 |
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},
|
| 748 |
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"human_listening_claimed": false
|
| 749 |
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}
|
| 750 |
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}
|
outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_010/audio.wav
ADDED
|
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version https://git-lfs.github.com/spec/v1
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oid sha256:c302d86383deb568a7b528a3c857feb936205fe37bf6999920ddd8ea0ffe81c1
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size 284204
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_010/meta.json
ADDED
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|
| 1 |
+
{
|
| 2 |
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"game_id": "G022_isle_comm_nodes",
|
| 3 |
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"task_id": "G022_sfx_010",
|
| 4 |
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"asset_name": "match_end_defeat",
|
| 5 |
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"audio_type": "sound_effect",
|
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"sound_category": "one_shot",
|
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"file": "audio.wav",
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"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_010/audio.wav",
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"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_010",
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"task_kind": "audio",
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| 11 |
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"sample_rate": 48000,
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"requested_sample_rate": 48000,
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"duration_sec": 1.48,
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"channels": 2,
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"source_task": {
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"game_id": "G022_isle_comm_nodes",
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| 18 |
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"task_id": "G022_sfx_010",
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| 19 |
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"asset_name": "match_end_defeat",
|
| 20 |
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"audio_type": "sound_effect",
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| 21 |
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"sound_category": "one_shot",
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| 22 |
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"prompt": "Low defeat tone with fading relay hum for the defeat banner",
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"seed": 5230,
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"trigger": "失败终局横幅",
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"stop_condition": "natural_end",
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"priority": "gameplay_critical",
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"ducking": "none",
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"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition"
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},
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"source_tasks_sha256": "0735771a6569ccd72952ac8c1adb187b437370210e3698d2fe9688c8d901e5fb",
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"collection_annotations": {
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"planned_source": "general_audio_llm"
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| 39 |
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},
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| 40 |
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"trigger": "失败终局横幅",
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| 41 |
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"loop": false,
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| 42 |
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"stop_condition": "natural_end",
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"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
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"variants": [
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{
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"id": "G022_sfx_010__v1",
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"method": "elevenlabs/sound-effects-v2",
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"request": {
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| 50 |
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"prompt": "Low defeat tone with fading relay hum for the defeat banner. Clear isolated sound starting promptly and ending naturally.",
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"duration": 1.5,
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"loop": false,
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| 53 |
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"prompt_influence": 0.65
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| 54 |
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},
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"raw_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/G022_sfx_010__v1/raw.mp3",
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"raw_sha256": "b973b696b4a11c14a24c686607be06e7cd254a6dc228afd410f2fccbd1e35919",
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"remote_id": "7138f19d8fb8402aa174710e3e4a44ef",
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],
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"The sound of Low defeat tone with fading relay hum for the defeat banner. A low humming drone.",
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"A deep low ominous drone or rumble."
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],
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"A human voice speaking or shouting.",
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| 74 |
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| 83 |
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"A loud explosive boom.",
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"Silence with very faint recording noise."
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| 100 |
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],
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"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
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},
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"file": "audio.wav",
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"sha256": "c302d86383deb568a7b528a3c857feb936205fe37bf6999920ddd8ea0ffe81c1",
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"duration_sec": 1.48,
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"processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
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"source_interpretation": {
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"rule": "literal_low_hum",
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"original_prompt": "Low defeat tone with fading relay hum for the defeat banner",
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| 116 |
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"Low defeat tone with fading relay hum for the defeat banner",
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"The sound of Low defeat tone with fading relay hum for the defeat banner"
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],
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| 136 |
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| 137 |
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| 139 |
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"Water washing, splashing and dripping naturally.",
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| 140 |
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"Fire burning and crackling.",
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| 141 |
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"Brittle ice cracking and snow crunching.",
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| 142 |
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"Electrical buzzing, sparking and crackling.",
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| 143 |
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"A mechanical motor engine humming and rattling.",
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| 144 |
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"A brief musical brass or tonal game cue.",
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| 145 |
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"A short electronic beep or chime notification.",
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| 146 |
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"A deep low ominous drone or rumble.",
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| 147 |
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"An animal or creature vocalizing, growling or chirping.",
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| 148 |
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"Stone rubbing, grinding and crumbling.",
|
| 149 |
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"Ropes or structural supports creaking under tension.",
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| 150 |
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"Glass or crystal cracking and shattering.",
|
| 151 |
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"A resonant horn, bell or warning siren.",
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"Electronic static and radio interference.",
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| 153 |
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"A loud explosive boom.",
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"Silence with very faint recording noise."
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],
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"revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
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"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
|
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},
|
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"original_screening_file": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/screening.json",
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"negative_controls": [
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{
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"path": "/home/yyy/bench/test_data/outputs/G003_gggame_courtyard_rps/assets/audio/G003_vo_013/audio.wav",
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"sha256": "96df38dbfb1f8689a473e06c72f1ef0200fef375364adf7bf64a3a427795994b",
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"semantic_hold": true,
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"semantic": {
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"positive_cosine": 0.03761213272809982,
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"matched_source_families": [
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"drone"
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| 171 |
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| 172 |
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| 174 |
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| 175 |
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| 188 |
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| 191 |
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| 192 |
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version https://git-lfs.github.com/spec/v1
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size 2400802
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outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_011/meta.json
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|
| 1 |
+
{
|
| 2 |
+
"game_id": "G022_isle_comm_nodes",
|
| 3 |
+
"task_id": "G022_sfx_011",
|
| 4 |
+
"asset_name": "isle_surf_loop",
|
| 5 |
+
"audio_type": "sound_effect",
|
| 6 |
+
"sound_category": "ambient_loop",
|
| 7 |
+
"file": "audio.wav",
|
| 8 |
+
"audio_path": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_011/audio.wav",
|
| 9 |
+
"output_dir": "/home/yyy/bench/test_data/outputs/G022_isle_comm_nodes/assets/audio/G022_sfx_011",
|
| 10 |
+
"task_kind": "audio",
|
| 11 |
+
"sample_rate": 48000,
|
| 12 |
+
"requested_sample_rate": 48000,
|
| 13 |
+
"duration_sec": 25.007895833333333,
|
| 14 |
+
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|
| 15 |
+
"channels": 1,
|
| 16 |
+
"source_task": {
|
| 17 |
+
"game_id": "G022_isle_comm_nodes",
|
| 18 |
+
"task_id": "G022_sfx_011",
|
| 19 |
+
"asset_name": "isle_surf_loop",
|
| 20 |
+
"audio_type": "sound_effect",
|
| 21 |
+
"sound_category": "ambient_loop",
|
| 22 |
+
"prompt": "Floating isle wind and distant surf ambience loop with reed rustle, no seam artifacts",
|
| 23 |
+
"duration_sec": 25.0,
|
| 24 |
+
"sample_rate": 48000,
|
| 25 |
+
"seed": 5231,
|
| 26 |
+
"trigger": "浮岛环境常驻(暂停静音、结算淡出 0.5 秒;恒低于终局与警报音)",
|
| 27 |
+
"required_by_spec": true,
|
| 28 |
+
"spec_ref": "F06",
|
| 29 |
+
"loop": true,
|
| 30 |
+
"stop_condition": "pause_or_scene_exit",
|
| 31 |
+
"priority": "gameplay_critical",
|
| 32 |
+
"ducking": "none",
|
| 33 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition"
|
| 34 |
+
},
|
| 35 |
+
"source_tasks_sha256": "0735771a6569ccd72952ac8c1adb187b437370210e3698d2fe9688c8d901e5fb",
|
| 36 |
+
"source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
|
| 37 |
+
"collection_annotations": {
|
| 38 |
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"planned_source": "general_audio_llm"
|
| 39 |
+
},
|
| 40 |
+
"trigger": "浮岛环境常驻(暂停静音、结算淡出 0.5 秒;恒低于终局与警报音)",
|
| 41 |
+
"loop": true,
|
| 42 |
+
"stop_condition": "pause_or_scene_exit",
|
| 43 |
+
"sync_contract": "one_shot starts on trigger event frame; loop starts on state entry and stops per stop_condition",
|
| 44 |
+
"variants": [
|
| 45 |
+
{
|
| 46 |
+
"id": "G022_sfx_011__extended",
|
| 47 |
+
"variant": "default",
|
| 48 |
+
"method": "mirelo-ai/sfx-1.6/extend-audio",
|
| 49 |
+
"request": {
|
| 50 |
+
"audio": "https://d2h7xmz5gqybh9.cloudfront.net/output/3c368815-be95-44f4-80f4-c481b169e236.mp3",
|
| 51 |
+
"prompt": "Floating isle wind and distant surf ambience loop with reed rustle, no seam artifacts. Consistent seamless continuous ambience.",
|
| 52 |
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"append_duration": 3.0,
|
| 53 |
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"ambience": true,
|
| 54 |
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"double_output": false,
|
| 55 |
+
"num_samples": 1
|
| 56 |
+
},
|
| 57 |
+
"raw_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/G022_sfx_011__extended/raw.mp3",
|
| 58 |
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"raw_sha256": "0b35989ed6d96d6647f074d545ac6e13cad579b5795677992bb9f09abeb82ca7",
|
| 59 |
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"remote_id": "c259de471d4e426aad6af576db1ffc97",
|
| 60 |
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"remote_task_id": null,
|
| 61 |
+
"recipe": null,
|
| 62 |
+
"auxiliary_semantic": {
|
| 63 |
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"positive_cosine": 0.28184041380882263,
|
| 64 |
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|
| 65 |
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"margin": 0.026949584484100342,
|
| 66 |
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|
| 67 |
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"wind",
|
| 68 |
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"water"
|
| 69 |
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],
|
| 70 |
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"positive_texts": [
|
| 71 |
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"Wind blowing steadily, distant ocean surf washing and reeds rustling. Seamless ambience.",
|
| 72 |
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"The sound of Wind blowing steadily, distant ocean surf washing and reeds rustling. Seamless ambience.",
|
| 73 |
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"Continuous natural wind blowing and hissing.",
|
| 74 |
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"Water washing, splashing and dripping naturally."
|
| 75 |
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],
|
| 76 |
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|
| 77 |
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"A human voice speaking or shouting.",
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| 78 |
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"A firearm firing sharp gunshots.",
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| 79 |
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| 80 |
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| 81 |
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| 82 |
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| 83 |
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"Boot footsteps tapping and clanking on a hard surface.",
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| 84 |
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"Fabric rustling and rubbing.",
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| 85 |
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| 86 |
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| 87 |
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| 88 |
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| 89 |
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| 90 |
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| 91 |
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"A mechanical motor engine humming and rattling.",
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| 92 |
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"A brief musical brass or tonal game cue.",
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| 93 |
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"A short electronic beep or chime notification.",
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| 94 |
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"A deep low ominous drone or rumble.",
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| 95 |
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"An animal or creature vocalizing, growling or chirping.",
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| 96 |
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"Stone rubbing, grinding and crumbling.",
|
| 97 |
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"Ropes or structural supports creaking under tension.",
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| 98 |
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"Glass or crystal cracking and shattering.",
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| 99 |
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"A resonant horn, bell or warning siren.",
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| 100 |
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"Electronic static and radio interference.",
|
| 101 |
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"A loud explosive boom.",
|
| 102 |
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"Silence with very faint recording noise."
|
| 103 |
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],
|
| 104 |
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"revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
|
| 105 |
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"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
|
| 106 |
+
},
|
| 107 |
+
"speech_transcription_check": null,
|
| 108 |
+
"loop_diagnostics": {
|
| 109 |
+
"sample_jump": 0.013916015625,
|
| 110 |
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"internal_derivative_p99": 0.02960205078125,
|
| 111 |
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"jump_ratio": 0.47010309278350515,
|
| 112 |
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"first_100ms_dbfs": -36.38160273154009,
|
| 113 |
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"last_100ms_dbfs": -32.24047824644664,
|
| 114 |
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"edge_quiet_sec": 2.2675736961451248e-05,
|
| 115 |
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"flags": [],
|
| 116 |
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"wrap_probe_path": "/home/yyy/bench/audio_production/20261017_verified/source_interpretation/G022_isle_comm_nodes/G022_sfx_011__extended_wrap_probe.wav",
|
| 117 |
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"boundary": "Signal diagnostics only; audibility awaits human listening. Probe does not replace original."
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| 118 |
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},
|
| 119 |
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|
| 120 |
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"wrap_sample_jump": 0.013916015625,
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| 121 |
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"internal_derivative_p99": 0.02960205078125,
|
| 122 |
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"wrap_jump_over_internal_p99": 0.47010309278350515,
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| 123 |
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| 124 |
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| 125 |
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| 126 |
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|
| 127 |
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| 128 |
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|
| 129 |
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| 130 |
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| 131 |
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| 132 |
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| 133 |
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|
| 134 |
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"A": "wrap",
|
| 135 |
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"B": "internal"
|
| 136 |
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},
|
| 137 |
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"probe_center_sec": 1.5,
|
| 138 |
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"wrap_probe_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/G022_sfx_011__extended/diagnostics/wrap_probe.wav",
|
| 139 |
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"internal_control_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/G022_sfx_011__extended/diagnostics/internal_control.wav",
|
| 140 |
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"repeat_preview_path": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/G022_sfx_011__extended/diagnostics/repeat_3x.wav",
|
| 141 |
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"interpretation": "These are signal diagnostics, not a human audibility verdict. Compare blinded A/B probes and the exact 3x repetition. No seam repair is applied."
|
| 142 |
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},
|
| 143 |
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"file": "audio.wav",
|
| 144 |
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"sha256": "04f529f79595cdf26c6d88d13bf9d9e187a88f8b324364c923be0c76cd53e4e6",
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| 145 |
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| 146 |
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| 147 |
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| 148 |
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|
| 149 |
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| 150 |
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| 151 |
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| 152 |
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| 153 |
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],
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| 161 |
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| 162 |
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"Floating isle wind and distant surf ambience loop with reed rustle",
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| 163 |
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|
| 164 |
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"Fabric rustling and rubbing.",
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| 165 |
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"Continuous natural wind blowing and hissing."
|
| 166 |
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],
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| 167 |
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| 168 |
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| 169 |
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| 170 |
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| 171 |
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| 174 |
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| 176 |
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| 178 |
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| 179 |
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| 181 |
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| 182 |
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| 183 |
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| 184 |
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| 185 |
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"A deep low ominous drone or rumble.",
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| 186 |
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"An animal or creature vocalizing, growling or chirping.",
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| 187 |
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"Stone rubbing, grinding and crumbling.",
|
| 188 |
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"Ropes or structural supports creaking under tension.",
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| 189 |
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"Glass or crystal cracking and shattering.",
|
| 190 |
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"A resonant horn, bell or warning siren.",
|
| 191 |
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"Electronic static and radio interference.",
|
| 192 |
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"A loud explosive boom.",
|
| 193 |
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"Silence with very faint recording noise."
|
| 194 |
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],
|
| 195 |
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"revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
|
| 196 |
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"boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
|
| 197 |
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},
|
| 198 |
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"original_screening_file": "/home/yyy/bench/audio_production/20261017_verified/G022_isle_comm_nodes/screening.json",
|
| 199 |
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"negative_controls": [
|
| 200 |
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{
|
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"status": "ACCEPTED_AGENT",
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"authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
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"basis": "Literal source wording correction, unchanged thresholds, unrelated semantic controls rejected, native waveform signal checks passed.",
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"rule": "source_acoustic_paraphrase",
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{
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"path": "/home/yyy/bench/test_data/outputs/G003_gggame_courtyard_rps/assets/audio/G003_vo_013/audio.wav",
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"path": "/home/yyy/bench/test_data/outputs/G008_dock_beacon_cs/assets/audio/G008_sfx_001/audio.wav",
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