Upload audio assets for G047_oldtown_fire_rescue

#153
by yyysaiko - opened
Files changed (22) hide show
  1. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_001/audio.wav +3 -0
  2. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_001/meta.json +139 -0
  3. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_002/audio.wav +3 -0
  4. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_002/meta.json +140 -0
  5. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_003/audio.wav +3 -0
  6. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_003/meta.json +141 -0
  7. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_004/audio.wav +3 -0
  8. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_004/meta.json +139 -0
  9. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_005/audio.wav +3 -0
  10. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_005/meta.json +137 -0
  11. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_006/audio.wav +3 -0
  12. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_006/meta.json +720 -0
  13. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_007/audio.wav +3 -0
  14. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_007/meta.json +720 -0
  15. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_008/audio.wav +3 -0
  16. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_008/meta.json +105 -0
  17. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_009/audio.wav +3 -0
  18. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_009/meta.json +139 -0
  19. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_010/audio.wav +3 -0
  20. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_010/meta.json +141 -0
  21. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_011/audio.wav +3 -0
  22. outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_011/meta.json +184 -0
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_001/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:0bfb6147c66545e8778ebd3bb3006fed09747555856ea8b0c9cf0ecdcc1b98cf
3
+ size 192044
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_001/meta.json ADDED
@@ -0,0 +1,139 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_001",
4
+ "asset_name": "hose_hiss",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_001/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_001",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 2,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_001",
19
+ "asset_name": "hose_hiss",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Pressurized water hiss through a hand nozzle",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5471,
26
+ "trigger": "M03 喷射(按住)",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "M03 喷射(按住)",
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": "G047_sfx_001__v1",
47
+ "variant": "default",
48
+ "method": "elevenlabs/sound-effects-v2",
49
+ "request": {
50
+ "prompt": "Pressurized water hiss through a hand nozzle. Clear isolated sound starting promptly and ending naturally.",
51
+ "duration": 1.0,
52
+ "loop": false,
53
+ "prompt_influence": 0.65
54
+ },
55
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_001__v1/raw.mp3",
56
+ "raw_sha256": "b51a0b8c66a280bdb9f642861f9deb319999b4a66e412e046b77f032c34db5e4",
57
+ "remote_id": "d5c42087e382438ba772554253a8a5ca",
58
+ "remote_task_id": null,
59
+ "recipe": null,
60
+ "auxiliary_semantic": {
61
+ "positive_cosine": 0.4710617959499359,
62
+ "strongest_contrast_cosine": 0.21764108538627625,
63
+ "margin": 0.25342071056365967,
64
+ "matched_source_families": [
65
+ "water"
66
+ ],
67
+ "positive_texts": [
68
+ "Pressurized water hiss through a hand nozzle",
69
+ "The sound of Pressurized water hiss through a hand nozzle",
70
+ "Water washing, splashing and dripping naturally."
71
+ ],
72
+ "contrast_texts": [
73
+ "A human voice speaking or shouting.",
74
+ "A firearm firing sharp gunshots.",
75
+ "A crossbow or ballista string releasing with an arrow whoosh.",
76
+ "A short solid physical impact or dull thud.",
77
+ "A short metallic mechanism clacking or ringing.",
78
+ "Wooden objects cracking and creaking.",
79
+ "Boot footsteps tapping and clanking on a hard surface.",
80
+ "Fabric rustling and rubbing.",
81
+ "Paper cards sliding and fluttering.",
82
+ "Continuous natural wind blowing and hissing.",
83
+ "A fast airy swoosh or whoosh.",
84
+ "Rain falling steadily, with distant thunder.",
85
+ "Fire burning and crackling.",
86
+ "Brittle ice cracking and snow crunching.",
87
+ "Electrical buzzing, sparking and crackling.",
88
+ "A mechanical motor engine humming and rattling.",
89
+ "A brief musical brass or tonal game cue.",
90
+ "A short electronic beep or chime notification.",
91
+ "A deep low ominous drone or rumble.",
92
+ "An animal or creature vocalizing, growling or chirping.",
93
+ "Stone rubbing, grinding and crumbling.",
94
+ "Ropes or structural supports creaking under tension.",
95
+ "Glass or crystal cracking and shattering.",
96
+ "A resonant horn, bell or warning siren.",
97
+ "Electronic static and radio interference.",
98
+ "A loud explosive boom.",
99
+ "Silence with very faint recording noise."
100
+ ],
101
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
102
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
103
+ },
104
+ "speech_transcription_check": null,
105
+ "loop_diagnostics": null,
106
+ "full_loop_diagnostics": null,
107
+ "file": "audio.wav",
108
+ "sha256": "0bfb6147c66545e8778ebd3bb3006fed09747555856ea8b0c9cf0ecdcc1b98cf",
109
+ "duration_sec": 1.0,
110
+ "channels": 2,
111
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
112
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
113
+ "agent_review": {
114
+ "task_id": "G047_sfx_001",
115
+ "status": "ACCEPTED_AGENT",
116
+ "issues": [],
117
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
118
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
119
+ }
120
+ }
121
+ ],
122
+ "required_variants": [
123
+ "default"
124
+ ],
125
+ "package_complete": true,
126
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
127
+ "stage3_import_status": "NOT_RUN",
128
+ "runtime_notes": [
129
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
130
+ ],
131
+ "review_status": "ACCEPTED_AGENT",
132
+ "agent_review": {
133
+ "task_id": "G047_sfx_001",
134
+ "status": "ACCEPTED_AGENT",
135
+ "issues": [],
136
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
137
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
138
+ }
139
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_002/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:027e4d5cbdda66e88151c4a008ee3fac59aab2261f606154d7dcd7df8130691f
3
+ size 98126
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_002/meta.json ADDED
@@ -0,0 +1,140 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_002",
4
+ "asset_name": "fire_out",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_002/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_002",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0216875,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 1,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_002",
19
+ "asset_name": "fire_out",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Wet sizzle as flames extinguish",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5472,
26
+ "trigger": "火格熄灭",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "火格熄灭",
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": "G047_sfx_002__v2",
47
+ "variant": "default",
48
+ "method": "mirelo-ai/sfx-1.6/text-to-audio",
49
+ "request": {
50
+ "text_prompt": "Wet sizzle as flames extinguish. One clear close-up compact sound, immediately audible, complete natural ending.",
51
+ "duration": 1.0,
52
+ "ambience": false,
53
+ "double_output": false,
54
+ "num_samples": 1
55
+ },
56
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_002__v2/raw.mp3",
57
+ "raw_sha256": "383b9c8884e41de595de1c4a2e4e07c78eb1484a006a470476a0f453cf53d3f7",
58
+ "remote_id": "0182698b5b414d4e8d0ad260bde9cee3",
59
+ "remote_task_id": null,
60
+ "recipe": null,
61
+ "auxiliary_semantic": {
62
+ "positive_cosine": 0.41100776195526123,
63
+ "strongest_contrast_cosine": 0.3728867173194885,
64
+ "margin": 0.038121044635772705,
65
+ "matched_source_families": [
66
+ "fire"
67
+ ],
68
+ "positive_texts": [
69
+ "Wet sizzle as flames extinguish",
70
+ "The sound of Wet sizzle as flames extinguish",
71
+ "Fire burning and crackling."
72
+ ],
73
+ "contrast_texts": [
74
+ "A human voice speaking or shouting.",
75
+ "A firearm firing sharp gunshots.",
76
+ "A crossbow or ballista string releasing with an arrow whoosh.",
77
+ "A short solid physical impact or dull thud.",
78
+ "A short metallic mechanism clacking or ringing.",
79
+ "Wooden objects cracking and creaking.",
80
+ "Boot footsteps tapping and clanking on a hard surface.",
81
+ "Fabric rustling and rubbing.",
82
+ "Paper cards sliding and fluttering.",
83
+ "Continuous natural wind blowing and hissing.",
84
+ "A fast airy swoosh or whoosh.",
85
+ "Rain falling steadily, with distant thunder.",
86
+ "Water washing, splashing and dripping naturally.",
87
+ "Brittle ice cracking and snow crunching.",
88
+ "Electrical buzzing, sparking and crackling.",
89
+ "A mechanical motor engine humming and rattling.",
90
+ "A brief musical brass or tonal game cue.",
91
+ "A short electronic beep or chime notification.",
92
+ "A deep low ominous drone or rumble.",
93
+ "An animal or creature vocalizing, growling or chirping.",
94
+ "Stone rubbing, grinding and crumbling.",
95
+ "Ropes or structural supports creaking under tension.",
96
+ "Glass or crystal cracking and shattering.",
97
+ "A resonant horn, bell or warning siren.",
98
+ "Electronic static and radio interference.",
99
+ "A loud explosive boom.",
100
+ "Silence with very faint recording noise."
101
+ ],
102
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
103
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
104
+ },
105
+ "speech_transcription_check": null,
106
+ "loop_diagnostics": null,
107
+ "full_loop_diagnostics": null,
108
+ "file": "audio.wav",
109
+ "sha256": "027e4d5cbdda66e88151c4a008ee3fac59aab2261f606154d7dcd7df8130691f",
110
+ "duration_sec": 1.0216875,
111
+ "channels": 1,
112
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
113
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
114
+ "agent_review": {
115
+ "task_id": "G047_sfx_002",
116
+ "status": "ACCEPTED_AGENT",
117
+ "issues": [],
118
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
119
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
120
+ }
121
+ }
122
+ ],
123
+ "required_variants": [
124
+ "default"
125
+ ],
126
+ "package_complete": true,
127
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
128
+ "stage3_import_status": "NOT_RUN",
129
+ "runtime_notes": [
130
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
131
+ ],
132
+ "review_status": "ACCEPTED_AGENT",
133
+ "agent_review": {
134
+ "task_id": "G047_sfx_002",
135
+ "status": "ACCEPTED_AGENT",
136
+ "issues": [],
137
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
138
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
139
+ }
140
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_003/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:22f558b95ee15ed449f284b394fd78a9cd2afdf9ac36f556b0eca484846127c7
3
+ size 192044
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_003/meta.json ADDED
@@ -0,0 +1,141 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_003",
4
+ "asset_name": "wood_crackle",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_003/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_003",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 2,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_003",
19
+ "asset_name": "wood_crackle",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Loud wood crackle as fire spreads to a new cell",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5473,
26
+ "trigger": "火势蔓延",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "火势蔓延",
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": "G047_sfx_003__autonomous_repair1",
47
+ "variant": "default",
48
+ "method": "elevenlabs/sound-effects-v2",
49
+ "request": {
50
+ "prompt": "Loud wood crackle as fire spreads to a new cell. 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": 1.0,
52
+ "loop": false,
53
+ "prompt_influence": 0.3
54
+ },
55
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/G047_sfx_003__autonomous_repair1/raw.mp3",
56
+ "raw_sha256": "6c820d36b2681f325733bf771e5dc945a30423f6bd71d26b8bf14e408f1e2e7c",
57
+ "remote_id": "5e0123ac0e074098ab58300f13e9d36a",
58
+ "remote_task_id": null,
59
+ "recipe": null,
60
+ "auxiliary_semantic": {
61
+ "positive_cosine": 0.29641178250312805,
62
+ "strongest_contrast_cosine": 0.26345980167388916,
63
+ "margin": 0.03295198082923889,
64
+ "matched_source_families": [
65
+ "wood",
66
+ "fire",
67
+ "electric"
68
+ ],
69
+ "positive_texts": [
70
+ "Loud wood crackle as fire spreads to a new cell",
71
+ "The sound of Loud wood crackle as fire spreads to a new cell",
72
+ "Wooden objects cracking and creaking.",
73
+ "Fire burning and crackling.",
74
+ "Electrical buzzing, sparking and crackling."
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
+ "Boot footsteps tapping and clanking on a hard surface.",
83
+ "Fabric rustling and rubbing.",
84
+ "Paper cards sliding and fluttering.",
85
+ "Continuous natural wind blowing and hissing.",
86
+ "A fast airy swoosh or whoosh.",
87
+ "Rain falling steadily, with distant thunder.",
88
+ "Water washing, splashing and dripping naturally.",
89
+ "Brittle ice cracking and snow crunching.",
90
+ "A mechanical motor engine humming and rattling.",
91
+ "A brief musical brass or tonal game cue.",
92
+ "A short electronic beep or chime notification.",
93
+ "A deep low ominous drone or rumble.",
94
+ "An animal or creature vocalizing, growling or chirping.",
95
+ "Stone rubbing, grinding and crumbling.",
96
+ "Ropes or structural supports creaking under tension.",
97
+ "Glass or crystal cracking and shattering.",
98
+ "A resonant horn, bell or warning siren.",
99
+ "Electronic static and radio interference.",
100
+ "A loud explosive boom.",
101
+ "Silence with very faint recording noise."
102
+ ],
103
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
104
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
105
+ },
106
+ "speech_transcription_check": null,
107
+ "loop_diagnostics": null,
108
+ "full_loop_diagnostics": null,
109
+ "file": "audio.wav",
110
+ "sha256": "22f558b95ee15ed449f284b394fd78a9cd2afdf9ac36f556b0eca484846127c7",
111
+ "duration_sec": 1.0,
112
+ "channels": 2,
113
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
114
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
115
+ "agent_review": {
116
+ "status": "ACCEPTED_AGENT",
117
+ "basis": "Native complete waveform passes original duration/signal/source-family screen.",
118
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
119
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/screening.json",
120
+ "human_listening_claimed": false
121
+ }
122
+ }
123
+ ],
124
+ "required_variants": [
125
+ "default"
126
+ ],
127
+ "package_complete": true,
128
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
129
+ "stage3_import_status": "NOT_RUN",
130
+ "runtime_notes": [
131
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
132
+ ],
133
+ "review_status": "ACCEPTED_AGENT",
134
+ "agent_review": {
135
+ "status": "ACCEPTED_AGENT",
136
+ "basis": "Native complete waveform passes original duration/signal/source-family screen.",
137
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
138
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/screening.json",
139
+ "human_listening_claimed": false
140
+ }
141
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_004/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:5129f8749408901a082871ee22fa43a77c350b94e3b1c964770b4c14447927ff
3
+ size 192044
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_004/meta.json ADDED
@@ -0,0 +1,139 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_004",
4
+ "asset_name": "demolish_thud",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_004/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_004",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 2,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_004",
19
+ "asset_name": "demolish_thud",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Double muffled hammer thuds breaking debris",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5474,
26
+ "trigger": "M04 破拆",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "M04 破拆",
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": "G047_sfx_004__v1",
47
+ "variant": "default",
48
+ "method": "elevenlabs/sound-effects-v2",
49
+ "request": {
50
+ "prompt": "Double muffled hammer thuds breaking debris. Clear isolated sound starting promptly and ending naturally.",
51
+ "duration": 1.0,
52
+ "loop": false,
53
+ "prompt_influence": 0.65
54
+ },
55
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_004__v1/raw.mp3",
56
+ "raw_sha256": "7e55ce85a82b7d515b4ae9e30420fba24fd672195b4ecf8ba344b051f5489d0d",
57
+ "remote_id": "14c082ab9fe14a6caa7f2ad8fc92cee3",
58
+ "remote_task_id": null,
59
+ "recipe": null,
60
+ "auxiliary_semantic": {
61
+ "positive_cosine": 0.5658640265464783,
62
+ "strongest_contrast_cosine": 0.29604625701904297,
63
+ "margin": 0.2698177695274353,
64
+ "matched_source_families": [
65
+ "impact"
66
+ ],
67
+ "positive_texts": [
68
+ "Double muffled hammer thuds breaking debris",
69
+ "The sound of Double muffled hammer thuds breaking debris",
70
+ "A short solid physical impact or dull thud."
71
+ ],
72
+ "contrast_texts": [
73
+ "A human voice speaking or shouting.",
74
+ "A firearm firing sharp gunshots.",
75
+ "A crossbow or ballista string releasing with an arrow whoosh.",
76
+ "A short metallic mechanism clacking or ringing.",
77
+ "Wooden objects cracking and creaking.",
78
+ "Boot footsteps tapping and clanking on a hard surface.",
79
+ "Fabric rustling and rubbing.",
80
+ "Paper cards sliding and fluttering.",
81
+ "Continuous natural wind blowing and hissing.",
82
+ "A fast airy swoosh or whoosh.",
83
+ "Rain falling steadily, with distant thunder.",
84
+ "Water washing, splashing and dripping naturally.",
85
+ "Fire burning and crackling.",
86
+ "Brittle ice cracking and snow crunching.",
87
+ "Electrical buzzing, sparking and crackling.",
88
+ "A mechanical motor engine humming and rattling.",
89
+ "A brief musical brass or tonal game cue.",
90
+ "A short electronic beep or chime notification.",
91
+ "A deep low ominous drone or rumble.",
92
+ "An animal or creature vocalizing, growling or chirping.",
93
+ "Stone rubbing, grinding and crumbling.",
94
+ "Ropes or structural supports creaking under tension.",
95
+ "Glass or crystal cracking and shattering.",
96
+ "A resonant horn, bell or warning siren.",
97
+ "Electronic static and radio interference.",
98
+ "A loud explosive boom.",
99
+ "Silence with very faint recording noise."
100
+ ],
101
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
102
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
103
+ },
104
+ "speech_transcription_check": null,
105
+ "loop_diagnostics": null,
106
+ "full_loop_diagnostics": null,
107
+ "file": "audio.wav",
108
+ "sha256": "5129f8749408901a082871ee22fa43a77c350b94e3b1c964770b4c14447927ff",
109
+ "duration_sec": 1.0,
110
+ "channels": 2,
111
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
112
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
113
+ "agent_review": {
114
+ "task_id": "G047_sfx_004",
115
+ "status": "ACCEPTED_AGENT",
116
+ "issues": [],
117
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
118
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
119
+ }
120
+ }
121
+ ],
122
+ "required_variants": [
123
+ "default"
124
+ ],
125
+ "package_complete": true,
126
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
127
+ "stage3_import_status": "NOT_RUN",
128
+ "runtime_notes": [
129
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
130
+ ],
131
+ "review_status": "ACCEPTED_AGENT",
132
+ "agent_review": {
133
+ "task_id": "G047_sfx_004",
134
+ "status": "ACCEPTED_AGENT",
135
+ "issues": [],
136
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
137
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
138
+ }
139
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_005/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:76936edebaa3c64da0eca076adad4b4ff061c1d71b2ee54d1a55eff66fdb3f0d
3
+ size 192044
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_005/meta.json ADDED
@@ -0,0 +1,137 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_005",
4
+ "asset_name": "collapse_creak",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_005/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_005",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 2,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_005",
19
+ "asset_name": "collapse_creak",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Ominous creaking beam warning before collapse",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5475,
26
+ "trigger": "坍塌预警",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "坍塌预警",
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": "G047_sfx_005__autonomous_repair1",
47
+ "variant": "default",
48
+ "method": "elevenlabs/sound-effects-v2",
49
+ "request": {
50
+ "prompt": "Ominous creaking beam warning before collapse. 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": 1.0,
52
+ "loop": false,
53
+ "prompt_influence": 0.3
54
+ },
55
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/G047_sfx_005__autonomous_repair1/raw.mp3",
56
+ "raw_sha256": "458a2f2fda6c91c7fe6e42aaaf6ed9705646c71794bfde3b1a5cde3da64a269f",
57
+ "remote_id": "9aa5edf36f4540cca858ab0374f285bf",
58
+ "remote_task_id": null,
59
+ "recipe": null,
60
+ "auxiliary_semantic": {
61
+ "positive_cosine": 0.3363645076751709,
62
+ "strongest_contrast_cosine": 0.2293742299079895,
63
+ "margin": 0.1069902777671814,
64
+ "matched_source_families": [],
65
+ "positive_texts": [
66
+ "Ominous creaking beam warning before collapse",
67
+ "The sound of Ominous creaking beam warning before collapse"
68
+ ],
69
+ "contrast_texts": [
70
+ "A human voice speaking or shouting.",
71
+ "A firearm firing sharp gunshots.",
72
+ "A crossbow or ballista string releasing with an arrow whoosh.",
73
+ "A short solid physical impact or dull thud.",
74
+ "A short metallic mechanism clacking or ringing.",
75
+ "Wooden objects cracking and creaking.",
76
+ "Boot footsteps tapping and clanking on a hard surface.",
77
+ "Fabric rustling and rubbing.",
78
+ "Paper cards sliding and fluttering.",
79
+ "Continuous natural wind blowing and hissing.",
80
+ "A fast airy swoosh or whoosh.",
81
+ "Rain falling steadily, with distant thunder.",
82
+ "Water washing, splashing and dripping naturally.",
83
+ "Fire burning and crackling.",
84
+ "Brittle ice cracking and snow crunching.",
85
+ "Electrical buzzing, sparking and crackling.",
86
+ "A mechanical motor engine humming and rattling.",
87
+ "A brief musical brass or tonal game cue.",
88
+ "A short electronic beep or chime notification.",
89
+ "A deep low ominous drone or rumble.",
90
+ "An animal or creature vocalizing, growling or chirping.",
91
+ "Stone rubbing, grinding and crumbling.",
92
+ "Ropes or structural supports creaking under tension.",
93
+ "Glass or crystal cracking and shattering.",
94
+ "A resonant horn, bell or warning siren.",
95
+ "Electronic static and radio interference.",
96
+ "A loud explosive boom.",
97
+ "Silence with very faint recording noise."
98
+ ],
99
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
100
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
101
+ },
102
+ "speech_transcription_check": null,
103
+ "loop_diagnostics": null,
104
+ "full_loop_diagnostics": null,
105
+ "file": "audio.wav",
106
+ "sha256": "76936edebaa3c64da0eca076adad4b4ff061c1d71b2ee54d1a55eff66fdb3f0d",
107
+ "duration_sec": 1.0,
108
+ "channels": 2,
109
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
110
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
111
+ "agent_review": {
112
+ "status": "ACCEPTED_AGENT",
113
+ "basis": "Native complete waveform passes original duration/signal/source-family screen.",
114
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
115
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/screening.json",
116
+ "human_listening_claimed": false
117
+ }
118
+ }
119
+ ],
120
+ "required_variants": [
121
+ "default"
122
+ ],
123
+ "package_complete": true,
124
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
125
+ "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
+ ],
129
+ "review_status": "ACCEPTED_AGENT",
130
+ "agent_review": {
131
+ "status": "ACCEPTED_AGENT",
132
+ "basis": "Native complete waveform passes original duration/signal/source-family screen.",
133
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
134
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/screening.json",
135
+ "human_listening_claimed": false
136
+ }
137
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_006/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:e058e28316ccb2aadc20591b67eb849ca77cdd168b5612571bbd9f25626a9eec
3
+ size 98126
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_006/meta.json ADDED
@@ -0,0 +1,720 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_006",
4
+ "asset_name": "npc_calling",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_006/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_006",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0216875,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 1,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_006",
19
+ "asset_name": "npc_calling",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Distant worried human shouting for help, non-lexical vocal",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5476,
26
+ "trigger": "NPC 呼救(calling 循环)",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "NPC 呼救(calling 循环)",
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": "G047_sfx_006__acoustic1__sample01",
47
+ "variant": "default",
48
+ "method": "mirelo-ai/sfx-1.6/text-to-audio",
49
+ "request": {
50
+ "text_prompt": "One distant frightened adult human urgently cries ah for help, worried and vulnerable, wordless and not angry. The entire compact event fits in 1 seconds. It begins immediately and ends naturally, clearly audible, without unrelated background. No background music.",
51
+ "duration": 1.0,
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/G047_oldtown_fire_rescue/G047_sfx_006__acoustic1/raw.mp3",
57
+ "raw_sha256": "3b08beb18bbf4f184c03309b690e543f3c573dcf485883625b41f14336fce11e",
58
+ "remote_id": "bdacb68648c845ed87e38a82d91fd024",
59
+ "remote_task_id": null,
60
+ "recipe": null,
61
+ "auxiliary_semantic": {
62
+ "positive_cosine": 0.29579615592956543,
63
+ "strongest_contrast_cosine": 0.22887209057807922,
64
+ "margin": 0.0669240653514862,
65
+ "matched_source_families": [
66
+ "voice"
67
+ ],
68
+ "positive_texts": [
69
+ "A distant worried human voice shouting for help without words.",
70
+ "The sound of A distant worried human voice shouting for help without words.",
71
+ "A human voice speaking or shouting."
72
+ ],
73
+ "contrast_texts": [
74
+ "A firearm firing sharp gunshots.",
75
+ "A crossbow or ballista string releasing with an arrow whoosh.",
76
+ "A short solid physical impact or dull thud.",
77
+ "A short metallic mechanism clacking or ringing.",
78
+ "Wooden objects cracking and creaking.",
79
+ "Boot footsteps tapping and clanking on a hard surface.",
80
+ "Fabric rustling and rubbing.",
81
+ "Paper cards sliding and fluttering.",
82
+ "Continuous natural wind blowing and hissing.",
83
+ "A fast airy swoosh or whoosh.",
84
+ "Rain falling steadily, with distant thunder.",
85
+ "Water washing, splashing and dripping naturally.",
86
+ "Fire burning and crackling.",
87
+ "Brittle ice cracking and snow crunching.",
88
+ "Electrical buzzing, sparking and crackling.",
89
+ "A mechanical motor engine humming and rattling.",
90
+ "A brief musical brass or tonal game cue.",
91
+ "A short electronic beep or chime notification.",
92
+ "A deep low ominous drone or rumble.",
93
+ "An animal or creature vocalizing, growling or chirping.",
94
+ "Stone rubbing, grinding and crumbling.",
95
+ "Ropes or structural supports creaking under tension.",
96
+ "Glass or crystal cracking and shattering.",
97
+ "A resonant horn, bell or warning siren.",
98
+ "Electronic static and radio interference.",
99
+ "A loud explosive boom.",
100
+ "Silence with very faint recording noise."
101
+ ],
102
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
103
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
104
+ "strongest_positive_text": "The sound of A distant worried human voice shouting for help without words.",
105
+ "strongest_contrast_text": "A brief musical brass or tonal game cue."
106
+ },
107
+ "speech_transcription_check": null,
108
+ "loop_diagnostics": null,
109
+ "full_loop_diagnostics": null,
110
+ "file": "audio.wav",
111
+ "sha256": "e058e28316ccb2aadc20591b67eb849ca77cdd168b5612571bbd9f25626a9eec",
112
+ "duration_sec": 1.0216875,
113
+ "channels": 1,
114
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
115
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
116
+ "agent_review": {
117
+ "status": "ACCEPTED_AGENT",
118
+ "human_listening_claimed": false,
119
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
120
+ "method_plan": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/method_plan.json",
121
+ "source_interpretation": {
122
+ "rule": "source_acoustic_paraphrase",
123
+ "scoring_prompt": "A distant worried human voice shouting for help without words.",
124
+ "original_auxiliary_semantic": {
125
+ "positive_cosine": 0.17833280563354492,
126
+ "strongest_contrast_cosine": 0.27341631054878235,
127
+ "margin": -0.09508350491523743,
128
+ "matched_source_families": [],
129
+ "positive_texts": [
130
+ "Distant worried human shouting for help, non-lexical vocal",
131
+ "The sound of Distant worried human shouting for help, non-lexical vocal"
132
+ ],
133
+ "contrast_texts": [
134
+ "A human voice speaking or shouting.",
135
+ "A firearm firing sharp gunshots.",
136
+ "A crossbow or ballista string releasing with an arrow whoosh.",
137
+ "A short solid physical impact or dull thud.",
138
+ "A short metallic mechanism clacking or ringing.",
139
+ "Wooden objects cracking and creaking.",
140
+ "Boot footsteps tapping and clanking on a hard surface.",
141
+ "Fabric rustling and rubbing.",
142
+ "Paper cards sliding and fluttering.",
143
+ "Continuous natural wind blowing and hissing.",
144
+ "A fast airy swoosh or whoosh.",
145
+ "Rain falling steadily, with distant thunder.",
146
+ "Water washing, splashing and dripping naturally.",
147
+ "Fire burning and crackling.",
148
+ "Brittle ice cracking and snow crunching.",
149
+ "Electrical buzzing, sparking and crackling.",
150
+ "A mechanical motor engine humming and rattling.",
151
+ "A brief musical brass or tonal game cue.",
152
+ "A short electronic beep or chime notification.",
153
+ "A deep low ominous drone or rumble.",
154
+ "An animal or creature vocalizing, growling or chirping.",
155
+ "Stone rubbing, grinding and crumbling.",
156
+ "Ropes or structural supports creaking under tension.",
157
+ "Glass or crystal cracking and shattering.",
158
+ "A resonant horn, bell or warning siren.",
159
+ "Electronic static and radio interference.",
160
+ "A loud explosive boom.",
161
+ "Silence with very faint recording noise."
162
+ ],
163
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
164
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
165
+ "strongest_positive_text": "The sound of Distant worried human shouting for help, non-lexical vocal",
166
+ "strongest_contrast_text": "A human voice speaking or shouting."
167
+ }
168
+ },
169
+ "disjoint_negative_controls": [
170
+ {
171
+ "kind": "gun",
172
+ "path": "/home/yyy/bench/test_data/outputs/G008_dock_beacon_cs/assets/audio/G008_sfx_001/audio.wav",
173
+ "semantic_hold": true,
174
+ "auxiliary_semantic": {
175
+ "positive_cosine": 0.10130157321691513,
176
+ "strongest_contrast_cosine": 0.3549152612686157,
177
+ "margin": -0.2536136880517006,
178
+ "matched_source_families": [
179
+ "voice"
180
+ ],
181
+ "positive_texts": [
182
+ "A distant worried human voice shouting for help without words.",
183
+ "The sound of A distant worried human voice shouting for help without words.",
184
+ "A human voice speaking or shouting."
185
+ ],
186
+ "contrast_texts": [
187
+ "A firearm firing sharp gunshots.",
188
+ "A crossbow or ballista string releasing with an arrow whoosh.",
189
+ "A short solid physical impact or dull thud.",
190
+ "A short metallic mechanism clacking or ringing.",
191
+ "Wooden objects cracking and creaking.",
192
+ "Boot footsteps tapping and clanking on a hard surface.",
193
+ "Fabric rustling and rubbing.",
194
+ "Paper cards sliding and fluttering.",
195
+ "Continuous natural wind blowing and hissing.",
196
+ "A fast airy swoosh or whoosh.",
197
+ "Rain falling steadily, with distant thunder.",
198
+ "Water washing, splashing and dripping naturally.",
199
+ "Fire burning and crackling.",
200
+ "Brittle ice cracking and snow crunching.",
201
+ "Electrical buzzing, sparking and crackling.",
202
+ "A mechanical motor engine humming and rattling.",
203
+ "A brief musical brass or tonal game cue.",
204
+ "A short electronic beep or chime notification.",
205
+ "A deep low ominous drone or rumble.",
206
+ "An animal or creature vocalizing, growling or chirping.",
207
+ "Stone rubbing, grinding and crumbling.",
208
+ "Ropes or structural supports creaking under tension.",
209
+ "Glass or crystal cracking and shattering.",
210
+ "A resonant horn, bell or warning siren.",
211
+ "Electronic static and radio interference.",
212
+ "A loud explosive boom.",
213
+ "Silence with very faint recording noise."
214
+ ],
215
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
216
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
217
+ "strongest_positive_text": "A human voice speaking or shouting.",
218
+ "strongest_contrast_text": "A loud explosive boom."
219
+ }
220
+ },
221
+ {
222
+ "kind": "tone",
223
+ "path": "/home/yyy/bench/test_data/outputs/G006_polar_radar_defense/assets/audio/G006_sfx_009/audio.wav",
224
+ "semantic_hold": true,
225
+ "auxiliary_semantic": {
226
+ "positive_cosine": 0.2024669200181961,
227
+ "strongest_contrast_cosine": 0.44079887866973877,
228
+ "margin": -0.23833195865154266,
229
+ "matched_source_families": [
230
+ "voice"
231
+ ],
232
+ "positive_texts": [
233
+ "A distant worried human voice shouting for help without words.",
234
+ "The sound of A distant worried human voice shouting for help without words.",
235
+ "A human voice speaking or shouting."
236
+ ],
237
+ "contrast_texts": [
238
+ "A firearm firing sharp gunshots.",
239
+ "A crossbow or ballista string releasing with an arrow whoosh.",
240
+ "A short solid physical impact or dull thud.",
241
+ "A short metallic mechanism clacking or ringing.",
242
+ "Wooden objects cracking and creaking.",
243
+ "Boot footsteps tapping and clanking on a hard surface.",
244
+ "Fabric rustling and rubbing.",
245
+ "Paper cards sliding and fluttering.",
246
+ "Continuous natural wind blowing and hissing.",
247
+ "A fast airy swoosh or whoosh.",
248
+ "Rain falling steadily, with distant thunder.",
249
+ "Water washing, splashing and dripping naturally.",
250
+ "Fire burning and crackling.",
251
+ "Brittle ice cracking and snow crunching.",
252
+ "Electrical buzzing, sparking and crackling.",
253
+ "A mechanical motor engine humming and rattling.",
254
+ "A brief musical brass or tonal game cue.",
255
+ "A short electronic beep or chime notification.",
256
+ "A deep low ominous drone or rumble.",
257
+ "An animal or creature vocalizing, growling or chirping.",
258
+ "Stone rubbing, grinding and crumbling.",
259
+ "Ropes or structural supports creaking under tension.",
260
+ "Glass or crystal cracking and shattering.",
261
+ "A resonant horn, bell or warning siren.",
262
+ "Electronic static and radio interference.",
263
+ "A loud explosive boom.",
264
+ "Silence with very faint recording noise."
265
+ ],
266
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
267
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
268
+ "strongest_positive_text": "A distant worried human voice shouting for help without words.",
269
+ "strongest_contrast_text": "A resonant horn, bell or warning siren."
270
+ }
271
+ },
272
+ {
273
+ "kind": "footstep",
274
+ "path": "/home/yyy/bench/test_data/outputs/G003_gggame_courtyard_rps/assets/audio/G003_sfx_008/audio.wav",
275
+ "semantic_hold": true,
276
+ "auxiliary_semantic": {
277
+ "positive_cosine": 0.07762681692838669,
278
+ "strongest_contrast_cosine": 0.3617585301399231,
279
+ "margin": -0.2841317132115364,
280
+ "matched_source_families": [
281
+ "voice"
282
+ ],
283
+ "positive_texts": [
284
+ "A distant worried human voice shouting for help without words.",
285
+ "The sound of A distant worried human voice shouting for help without words.",
286
+ "A human voice speaking or shouting."
287
+ ],
288
+ "contrast_texts": [
289
+ "A firearm firing sharp gunshots.",
290
+ "A crossbow or ballista string releasing with an arrow whoosh.",
291
+ "A short solid physical impact or dull thud.",
292
+ "A short metallic mechanism clacking or ringing.",
293
+ "Wooden objects cracking and creaking.",
294
+ "Boot footsteps tapping and clanking on a hard surface.",
295
+ "Fabric rustling and rubbing.",
296
+ "Paper cards sliding and fluttering.",
297
+ "Continuous natural wind blowing and hissing.",
298
+ "A fast airy swoosh or whoosh.",
299
+ "Rain falling steadily, with distant thunder.",
300
+ "Water washing, splashing and dripping naturally.",
301
+ "Fire burning and crackling.",
302
+ "Brittle ice cracking and snow crunching.",
303
+ "Electrical buzzing, sparking and crackling.",
304
+ "A mechanical motor engine humming and rattling.",
305
+ "A brief musical brass or tonal game cue.",
306
+ "A short electronic beep or chime notification.",
307
+ "A deep low ominous drone or rumble.",
308
+ "An animal or creature vocalizing, growling or chirping.",
309
+ "Stone rubbing, grinding and crumbling.",
310
+ "Ropes or structural supports creaking under tension.",
311
+ "Glass or crystal cracking and shattering.",
312
+ "A resonant horn, bell or warning siren.",
313
+ "Electronic static and radio interference.",
314
+ "A loud explosive boom.",
315
+ "Silence with very faint recording noise."
316
+ ],
317
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
318
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
319
+ "strongest_positive_text": "The sound of A distant worried human voice shouting for help without words.",
320
+ "strongest_contrast_text": "Boot footsteps tapping and clanking on a hard surface."
321
+ }
322
+ }
323
+ ],
324
+ "temporal_review": {
325
+ "duration_sec": 1.0216780045351475,
326
+ "leading_quiet_sec": 0.0,
327
+ "trailing_quiet_sec": 0.0,
328
+ "activity_threshold_dbfs": -46.78660786309388,
329
+ "analysis_window_sec": 0.004988662131519274,
330
+ "last_5ms_rms_dbfs": -27.779516461885223,
331
+ "rms_dbfs": -21.786607863093884
332
+ },
333
+ "specific_vocal_intent_review": {
334
+ "id": "G047_sfx_006__acoustic1__sample01",
335
+ "task_id": "G047_sfx_006",
336
+ "decoded_path": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/G047_sfx_006__acoustic1/native.wav",
337
+ "decoded_sha256": "daedb2c118f230cfcec318ebe8567d3ec5fd0bf3248b486c97187465e7e23000",
338
+ "source_manifest": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
339
+ "signal_and_family_eligible": true,
340
+ "hard_reject_flags": [],
341
+ "source_auxiliary_semantic": {
342
+ "positive_cosine": 0.29579615592956543,
343
+ "strongest_contrast_cosine": 0.22887209057807922,
344
+ "margin": 0.0669240653514862,
345
+ "matched_source_families": [
346
+ "voice"
347
+ ],
348
+ "positive_texts": [
349
+ "A distant worried human voice shouting for help without words.",
350
+ "The sound of A distant worried human voice shouting for help without words.",
351
+ "A human voice speaking or shouting."
352
+ ],
353
+ "contrast_texts": [
354
+ "A firearm firing sharp gunshots.",
355
+ "A crossbow or ballista string releasing with an arrow whoosh.",
356
+ "A short solid physical impact or dull thud.",
357
+ "A short metallic mechanism clacking or ringing.",
358
+ "Wooden objects cracking and creaking.",
359
+ "Boot footsteps tapping and clanking on a hard surface.",
360
+ "Fabric rustling and rubbing.",
361
+ "Paper cards sliding and fluttering.",
362
+ "Continuous natural wind blowing and hissing.",
363
+ "A fast airy swoosh or whoosh.",
364
+ "Rain falling steadily, with distant thunder.",
365
+ "Water washing, splashing and dripping naturally.",
366
+ "Fire burning and crackling.",
367
+ "Brittle ice cracking and snow crunching.",
368
+ "Electrical buzzing, sparking and crackling.",
369
+ "A mechanical motor engine humming and rattling.",
370
+ "A brief musical brass or tonal game cue.",
371
+ "A short electronic beep or chime notification.",
372
+ "A deep low ominous drone or rumble.",
373
+ "An animal or creature vocalizing, growling or chirping.",
374
+ "Stone rubbing, grinding and crumbling.",
375
+ "Ropes or structural supports creaking under tension.",
376
+ "Glass or crystal cracking and shattering.",
377
+ "A resonant horn, bell or warning siren.",
378
+ "Electronic static and radio interference.",
379
+ "A loud explosive boom.",
380
+ "Silence with very faint recording noise."
381
+ ],
382
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
383
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
384
+ "strongest_positive_text": "The sound of A distant worried human voice shouting for help without words.",
385
+ "strongest_contrast_text": "A brief musical brass or tonal game cue."
386
+ },
387
+ "temporal_review": {
388
+ "duration_sec": 1.0216780045351475,
389
+ "leading_quiet_sec": 0.0,
390
+ "trailing_quiet_sec": 0.0,
391
+ "activity_threshold_dbfs": -46.78660786309388,
392
+ "analysis_window_sec": 0.004988662131519274,
393
+ "last_5ms_rms_dbfs": -27.779516461885223,
394
+ "rms_dbfs": -21.786607863093884
395
+ },
396
+ "expected_class": "worried_call",
397
+ "balanced_class_scores": {
398
+ "worried_call": 0.2550436556339264,
399
+ "frightened_whimper": 0.2179325520992279,
400
+ "joyful_whoop": 0.12695735692977905,
401
+ "angry_shout": 0.19012463092803955,
402
+ "speech": 0.028109602630138397,
403
+ "gasp": 0.13747045397758484,
404
+ "pain_gasp": 0.12390939891338348,
405
+ "sigh": 0.04965068772435188
406
+ },
407
+ "expected_class_margin": 0.037111103534698486,
408
+ "intent_credible_for_individual_review": true,
409
+ "boundary": "Additional exclusion/individual-review evidence only. The small contrast set has no global calibration and never establishes human emotion, distance or listening approval."
410
+ }
411
+ }
412
+ }
413
+ ],
414
+ "required_variants": [
415
+ "default"
416
+ ],
417
+ "package_complete": true,
418
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
419
+ "stage3_import_status": "NOT_RUN",
420
+ "runtime_notes": [
421
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
422
+ ],
423
+ "review_status": "ACCEPTED_AGENT",
424
+ "agent_review": {
425
+ "status": "ACCEPTED_AGENT",
426
+ "human_listening_claimed": false,
427
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
428
+ "method_plan": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/method_plan.json",
429
+ "source_interpretation": {
430
+ "rule": "source_acoustic_paraphrase",
431
+ "scoring_prompt": "A distant worried human voice shouting for help without words.",
432
+ "original_auxiliary_semantic": {
433
+ "positive_cosine": 0.17833280563354492,
434
+ "strongest_contrast_cosine": 0.27341631054878235,
435
+ "margin": -0.09508350491523743,
436
+ "matched_source_families": [],
437
+ "positive_texts": [
438
+ "Distant worried human shouting for help, non-lexical vocal",
439
+ "The sound of Distant worried human shouting for help, non-lexical vocal"
440
+ ],
441
+ "contrast_texts": [
442
+ "A human voice speaking or shouting.",
443
+ "A firearm firing sharp gunshots.",
444
+ "A crossbow or ballista string releasing with an arrow whoosh.",
445
+ "A short solid physical impact or dull thud.",
446
+ "A short metallic mechanism clacking or ringing.",
447
+ "Wooden objects cracking and creaking.",
448
+ "Boot footsteps tapping and clanking on a hard surface.",
449
+ "Fabric rustling and rubbing.",
450
+ "Paper cards sliding and fluttering.",
451
+ "Continuous natural wind blowing and hissing.",
452
+ "A fast airy swoosh or whoosh.",
453
+ "Rain falling steadily, with distant thunder.",
454
+ "Water washing, splashing and dripping naturally.",
455
+ "Fire burning and crackling.",
456
+ "Brittle ice cracking and snow crunching.",
457
+ "Electrical buzzing, sparking and crackling.",
458
+ "A mechanical motor engine humming and rattling.",
459
+ "A brief musical brass or tonal game cue.",
460
+ "A short electronic beep or chime notification.",
461
+ "A deep low ominous drone or rumble.",
462
+ "An animal or creature vocalizing, growling or chirping.",
463
+ "Stone rubbing, grinding and crumbling.",
464
+ "Ropes or structural supports creaking under tension.",
465
+ "Glass or crystal cracking and shattering.",
466
+ "A resonant horn, bell or warning siren.",
467
+ "Electronic static and radio interference.",
468
+ "A loud explosive boom.",
469
+ "Silence with very faint recording noise."
470
+ ],
471
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
472
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
473
+ "strongest_positive_text": "The sound of Distant worried human shouting for help, non-lexical vocal",
474
+ "strongest_contrast_text": "A human voice speaking or shouting."
475
+ }
476
+ },
477
+ "disjoint_negative_controls": [
478
+ {
479
+ "kind": "gun",
480
+ "path": "/home/yyy/bench/test_data/outputs/G008_dock_beacon_cs/assets/audio/G008_sfx_001/audio.wav",
481
+ "semantic_hold": true,
482
+ "auxiliary_semantic": {
483
+ "positive_cosine": 0.10130157321691513,
484
+ "strongest_contrast_cosine": 0.3549152612686157,
485
+ "margin": -0.2536136880517006,
486
+ "matched_source_families": [
487
+ "voice"
488
+ ],
489
+ "positive_texts": [
490
+ "A distant worried human voice shouting for help without words.",
491
+ "The sound of A distant worried human voice shouting for help without words.",
492
+ "A human voice speaking or shouting."
493
+ ],
494
+ "contrast_texts": [
495
+ "A firearm firing sharp gunshots.",
496
+ "A crossbow or ballista string releasing with an arrow whoosh.",
497
+ "A short solid physical impact or dull thud.",
498
+ "A short metallic mechanism clacking or ringing.",
499
+ "Wooden objects cracking and creaking.",
500
+ "Boot footsteps tapping and clanking on a hard surface.",
501
+ "Fabric rustling and rubbing.",
502
+ "Paper cards sliding and fluttering.",
503
+ "Continuous natural wind blowing and hissing.",
504
+ "A fast airy swoosh or whoosh.",
505
+ "Rain falling steadily, with distant thunder.",
506
+ "Water washing, splashing and dripping naturally.",
507
+ "Fire burning and crackling.",
508
+ "Brittle ice cracking and snow crunching.",
509
+ "Electrical buzzing, sparking and crackling.",
510
+ "A mechanical motor engine humming and rattling.",
511
+ "A brief musical brass or tonal game cue.",
512
+ "A short electronic beep or chime notification.",
513
+ "A deep low ominous drone or rumble.",
514
+ "An animal or creature vocalizing, growling or chirping.",
515
+ "Stone rubbing, grinding and crumbling.",
516
+ "Ropes or structural supports creaking under tension.",
517
+ "Glass or crystal cracking and shattering.",
518
+ "A resonant horn, bell or warning siren.",
519
+ "Electronic static and radio interference.",
520
+ "A loud explosive boom.",
521
+ "Silence with very faint recording noise."
522
+ ],
523
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
524
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
525
+ "strongest_positive_text": "A human voice speaking or shouting.",
526
+ "strongest_contrast_text": "A loud explosive boom."
527
+ }
528
+ },
529
+ {
530
+ "kind": "tone",
531
+ "path": "/home/yyy/bench/test_data/outputs/G006_polar_radar_defense/assets/audio/G006_sfx_009/audio.wav",
532
+ "semantic_hold": true,
533
+ "auxiliary_semantic": {
534
+ "positive_cosine": 0.2024669200181961,
535
+ "strongest_contrast_cosine": 0.44079887866973877,
536
+ "margin": -0.23833195865154266,
537
+ "matched_source_families": [
538
+ "voice"
539
+ ],
540
+ "positive_texts": [
541
+ "A distant worried human voice shouting for help without words.",
542
+ "The sound of A distant worried human voice shouting for help without words.",
543
+ "A human voice speaking or shouting."
544
+ ],
545
+ "contrast_texts": [
546
+ "A firearm firing sharp gunshots.",
547
+ "A crossbow or ballista string releasing with an arrow whoosh.",
548
+ "A short solid physical impact or dull thud.",
549
+ "A short metallic mechanism clacking or ringing.",
550
+ "Wooden objects cracking and creaking.",
551
+ "Boot footsteps tapping and clanking on a hard surface.",
552
+ "Fabric rustling and rubbing.",
553
+ "Paper cards sliding and fluttering.",
554
+ "Continuous natural wind blowing and hissing.",
555
+ "A fast airy swoosh or whoosh.",
556
+ "Rain falling steadily, with distant thunder.",
557
+ "Water washing, splashing and dripping naturally.",
558
+ "Fire burning and crackling.",
559
+ "Brittle ice cracking and snow crunching.",
560
+ "Electrical buzzing, sparking and crackling.",
561
+ "A mechanical motor engine humming and rattling.",
562
+ "A brief musical brass or tonal game cue.",
563
+ "A short electronic beep or chime notification.",
564
+ "A deep low ominous drone or rumble.",
565
+ "An animal or creature vocalizing, growling or chirping.",
566
+ "Stone rubbing, grinding and crumbling.",
567
+ "Ropes or structural supports creaking under tension.",
568
+ "Glass or crystal cracking and shattering.",
569
+ "A resonant horn, bell or warning siren.",
570
+ "Electronic static and radio interference.",
571
+ "A loud explosive boom.",
572
+ "Silence with very faint recording noise."
573
+ ],
574
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
575
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
576
+ "strongest_positive_text": "A distant worried human voice shouting for help without words.",
577
+ "strongest_contrast_text": "A resonant horn, bell or warning siren."
578
+ }
579
+ },
580
+ {
581
+ "kind": "footstep",
582
+ "path": "/home/yyy/bench/test_data/outputs/G003_gggame_courtyard_rps/assets/audio/G003_sfx_008/audio.wav",
583
+ "semantic_hold": true,
584
+ "auxiliary_semantic": {
585
+ "positive_cosine": 0.07762681692838669,
586
+ "strongest_contrast_cosine": 0.3617585301399231,
587
+ "margin": -0.2841317132115364,
588
+ "matched_source_families": [
589
+ "voice"
590
+ ],
591
+ "positive_texts": [
592
+ "A distant worried human voice shouting for help without words.",
593
+ "The sound of A distant worried human voice shouting for help without words.",
594
+ "A human voice speaking or shouting."
595
+ ],
596
+ "contrast_texts": [
597
+ "A firearm firing sharp gunshots.",
598
+ "A crossbow or ballista string releasing with an arrow whoosh.",
599
+ "A short solid physical impact or dull thud.",
600
+ "A short metallic mechanism clacking or ringing.",
601
+ "Wooden objects cracking and creaking.",
602
+ "Boot footsteps tapping and clanking on a hard surface.",
603
+ "Fabric rustling and rubbing.",
604
+ "Paper cards sliding and fluttering.",
605
+ "Continuous natural wind blowing and hissing.",
606
+ "A fast airy swoosh or whoosh.",
607
+ "Rain falling steadily, with distant thunder.",
608
+ "Water washing, splashing and dripping naturally.",
609
+ "Fire burning and crackling.",
610
+ "Brittle ice cracking and snow crunching.",
611
+ "Electrical buzzing, sparking and crackling.",
612
+ "A mechanical motor engine humming and rattling.",
613
+ "A brief musical brass or tonal game cue.",
614
+ "A short electronic beep or chime notification.",
615
+ "A deep low ominous drone or rumble.",
616
+ "An animal or creature vocalizing, growling or chirping.",
617
+ "Stone rubbing, grinding and crumbling.",
618
+ "Ropes or structural supports creaking under tension.",
619
+ "Glass or crystal cracking and shattering.",
620
+ "A resonant horn, bell or warning siren.",
621
+ "Electronic static and radio interference.",
622
+ "A loud explosive boom.",
623
+ "Silence with very faint recording noise."
624
+ ],
625
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
626
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
627
+ "strongest_positive_text": "The sound of A distant worried human voice shouting for help without words.",
628
+ "strongest_contrast_text": "Boot footsteps tapping and clanking on a hard surface."
629
+ }
630
+ }
631
+ ],
632
+ "temporal_review": {
633
+ "duration_sec": 1.0216780045351475,
634
+ "leading_quiet_sec": 0.0,
635
+ "trailing_quiet_sec": 0.0,
636
+ "activity_threshold_dbfs": -46.78660786309388,
637
+ "analysis_window_sec": 0.004988662131519274,
638
+ "last_5ms_rms_dbfs": -27.779516461885223,
639
+ "rms_dbfs": -21.786607863093884
640
+ },
641
+ "specific_vocal_intent_review": {
642
+ "id": "G047_sfx_006__acoustic1__sample01",
643
+ "task_id": "G047_sfx_006",
644
+ "decoded_path": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/G047_sfx_006__acoustic1/native.wav",
645
+ "decoded_sha256": "daedb2c118f230cfcec318ebe8567d3ec5fd0bf3248b486c97187465e7e23000",
646
+ "source_manifest": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
647
+ "signal_and_family_eligible": true,
648
+ "hard_reject_flags": [],
649
+ "source_auxiliary_semantic": {
650
+ "positive_cosine": 0.29579615592956543,
651
+ "strongest_contrast_cosine": 0.22887209057807922,
652
+ "margin": 0.0669240653514862,
653
+ "matched_source_families": [
654
+ "voice"
655
+ ],
656
+ "positive_texts": [
657
+ "A distant worried human voice shouting for help without words.",
658
+ "The sound of A distant worried human voice shouting for help without words.",
659
+ "A human voice speaking or shouting."
660
+ ],
661
+ "contrast_texts": [
662
+ "A firearm firing sharp gunshots.",
663
+ "A crossbow or ballista string releasing with an arrow whoosh.",
664
+ "A short solid physical impact or dull thud.",
665
+ "A short metallic mechanism clacking or ringing.",
666
+ "Wooden objects cracking and creaking.",
667
+ "Boot footsteps tapping and clanking on a hard surface.",
668
+ "Fabric rustling and rubbing.",
669
+ "Paper cards sliding and fluttering.",
670
+ "Continuous natural wind blowing and hissing.",
671
+ "A fast airy swoosh or whoosh.",
672
+ "Rain falling steadily, with distant thunder.",
673
+ "Water washing, splashing and dripping naturally.",
674
+ "Fire burning and crackling.",
675
+ "Brittle ice cracking and snow crunching.",
676
+ "Electrical buzzing, sparking and crackling.",
677
+ "A mechanical motor engine humming and rattling.",
678
+ "A brief musical brass or tonal game cue.",
679
+ "A short electronic beep or chime notification.",
680
+ "A deep low ominous drone or rumble.",
681
+ "An animal or creature vocalizing, growling or chirping.",
682
+ "Stone rubbing, grinding and crumbling.",
683
+ "Ropes or structural supports creaking under tension.",
684
+ "Glass or crystal cracking and shattering.",
685
+ "A resonant horn, bell or warning siren.",
686
+ "Electronic static and radio interference.",
687
+ "A loud explosive boom.",
688
+ "Silence with very faint recording noise."
689
+ ],
690
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
691
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
692
+ "strongest_positive_text": "The sound of A distant worried human voice shouting for help without words.",
693
+ "strongest_contrast_text": "A brief musical brass or tonal game cue."
694
+ },
695
+ "temporal_review": {
696
+ "duration_sec": 1.0216780045351475,
697
+ "leading_quiet_sec": 0.0,
698
+ "trailing_quiet_sec": 0.0,
699
+ "activity_threshold_dbfs": -46.78660786309388,
700
+ "analysis_window_sec": 0.004988662131519274,
701
+ "last_5ms_rms_dbfs": -27.779516461885223,
702
+ "rms_dbfs": -21.786607863093884
703
+ },
704
+ "expected_class": "worried_call",
705
+ "balanced_class_scores": {
706
+ "worried_call": 0.2550436556339264,
707
+ "frightened_whimper": 0.2179325520992279,
708
+ "joyful_whoop": 0.12695735692977905,
709
+ "angry_shout": 0.19012463092803955,
710
+ "speech": 0.028109602630138397,
711
+ "gasp": 0.13747045397758484,
712
+ "pain_gasp": 0.12390939891338348,
713
+ "sigh": 0.04965068772435188
714
+ },
715
+ "expected_class_margin": 0.037111103534698486,
716
+ "intent_credible_for_individual_review": true,
717
+ "boundary": "Additional exclusion/individual-review evidence only. The small contrast set has no global calibration and never establishes human emotion, distance or listening approval."
718
+ }
719
+ }
720
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_007/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:cb0ac5bb609b0ef5293cd2570c40d866c3b3c9ab4240431fcef62da8f7a2c5b7
3
+ size 98126
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_007/meta.json ADDED
@@ -0,0 +1,720 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_007",
4
+ "asset_name": "npc_panic",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_007/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_007",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0216875,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 1,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_007",
19
+ "asset_name": "npc_panic",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Frightened short whimper, non-lexical vocal",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5477,
26
+ "trigger": "NPC 恐慌",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "NPC 恐慌",
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": "G047_sfx_007__acoustic1__sample01",
47
+ "variant": "default",
48
+ "method": "mirelo-ai/sfx-1.6/text-to-audio",
49
+ "request": {
50
+ "text_prompt": "One frightened human gives a small short trembling whimper, scared and fragile, soft and sad rather than cheerful. The entire compact event fits in 1 seconds. It begins immediately and ends naturally, clearly audible, without unrelated background. No background music.",
51
+ "duration": 1.0,
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/G047_oldtown_fire_rescue/G047_sfx_007__acoustic1/raw.mp3",
57
+ "raw_sha256": "cfdd81dd75a6857639d76b8d2ccdbf028034b487657bb71966e2c0f878544191",
58
+ "remote_id": "3def91d11fec4b23adbd2b01c582d9ff",
59
+ "remote_task_id": null,
60
+ "recipe": null,
61
+ "auxiliary_semantic": {
62
+ "positive_cosine": 0.5072076320648193,
63
+ "strongest_contrast_cosine": 0.18161027133464813,
64
+ "margin": 0.3255973607301712,
65
+ "matched_source_families": [
66
+ "voice"
67
+ ],
68
+ "positive_texts": [
69
+ "A human voice giving one frightened short whimper without words.",
70
+ "The sound of A human voice giving one frightened short whimper without words.",
71
+ "A human voice speaking or shouting."
72
+ ],
73
+ "contrast_texts": [
74
+ "A firearm firing sharp gunshots.",
75
+ "A crossbow or ballista string releasing with an arrow whoosh.",
76
+ "A short solid physical impact or dull thud.",
77
+ "A short metallic mechanism clacking or ringing.",
78
+ "Wooden objects cracking and creaking.",
79
+ "Boot footsteps tapping and clanking on a hard surface.",
80
+ "Fabric rustling and rubbing.",
81
+ "Paper cards sliding and fluttering.",
82
+ "Continuous natural wind blowing and hissing.",
83
+ "A fast airy swoosh or whoosh.",
84
+ "Rain falling steadily, with distant thunder.",
85
+ "Water washing, splashing and dripping naturally.",
86
+ "Fire burning and crackling.",
87
+ "Brittle ice cracking and snow crunching.",
88
+ "Electrical buzzing, sparking and crackling.",
89
+ "A mechanical motor engine humming and rattling.",
90
+ "A brief musical brass or tonal game cue.",
91
+ "A short electronic beep or chime notification.",
92
+ "A deep low ominous drone or rumble.",
93
+ "An animal or creature vocalizing, growling or chirping.",
94
+ "Stone rubbing, grinding and crumbling.",
95
+ "Ropes or structural supports creaking under tension.",
96
+ "Glass or crystal cracking and shattering.",
97
+ "A resonant horn, bell or warning siren.",
98
+ "Electronic static and radio interference.",
99
+ "A loud explosive boom.",
100
+ "Silence with very faint recording noise."
101
+ ],
102
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
103
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
104
+ "strongest_positive_text": "The sound of A human voice giving one frightened short whimper without words.",
105
+ "strongest_contrast_text": "A resonant horn, bell or warning siren."
106
+ },
107
+ "speech_transcription_check": null,
108
+ "loop_diagnostics": null,
109
+ "full_loop_diagnostics": null,
110
+ "file": "audio.wav",
111
+ "sha256": "cb0ac5bb609b0ef5293cd2570c40d866c3b3c9ab4240431fcef62da8f7a2c5b7",
112
+ "duration_sec": 1.0216875,
113
+ "channels": 1,
114
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
115
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
116
+ "agent_review": {
117
+ "status": "ACCEPTED_AGENT",
118
+ "human_listening_claimed": false,
119
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
120
+ "method_plan": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/method_plan.json",
121
+ "source_interpretation": {
122
+ "rule": "source_acoustic_paraphrase",
123
+ "scoring_prompt": "A human voice giving one frightened short whimper without words.",
124
+ "original_auxiliary_semantic": {
125
+ "positive_cosine": 0.32393503189086914,
126
+ "strongest_contrast_cosine": 0.2951642870903015,
127
+ "margin": 0.028770744800567627,
128
+ "matched_source_families": [],
129
+ "positive_texts": [
130
+ "Frightened short whimper, non-lexical vocal",
131
+ "The sound of Frightened short whimper, non-lexical vocal"
132
+ ],
133
+ "contrast_texts": [
134
+ "A human voice speaking or shouting.",
135
+ "A firearm firing sharp gunshots.",
136
+ "A crossbow or ballista string releasing with an arrow whoosh.",
137
+ "A short solid physical impact or dull thud.",
138
+ "A short metallic mechanism clacking or ringing.",
139
+ "Wooden objects cracking and creaking.",
140
+ "Boot footsteps tapping and clanking on a hard surface.",
141
+ "Fabric rustling and rubbing.",
142
+ "Paper cards sliding and fluttering.",
143
+ "Continuous natural wind blowing and hissing.",
144
+ "A fast airy swoosh or whoosh.",
145
+ "Rain falling steadily, with distant thunder.",
146
+ "Water washing, splashing and dripping naturally.",
147
+ "Fire burning and crackling.",
148
+ "Brittle ice cracking and snow crunching.",
149
+ "Electrical buzzing, sparking and crackling.",
150
+ "A mechanical motor engine humming and rattling.",
151
+ "A brief musical brass or tonal game cue.",
152
+ "A short electronic beep or chime notification.",
153
+ "A deep low ominous drone or rumble.",
154
+ "An animal or creature vocalizing, growling or chirping.",
155
+ "Stone rubbing, grinding and crumbling.",
156
+ "Ropes or structural supports creaking under tension.",
157
+ "Glass or crystal cracking and shattering.",
158
+ "A resonant horn, bell or warning siren.",
159
+ "Electronic static and radio interference.",
160
+ "A loud explosive boom.",
161
+ "Silence with very faint recording noise."
162
+ ],
163
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
164
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
165
+ "strongest_positive_text": "The sound of Frightened short whimper, non-lexical vocal",
166
+ "strongest_contrast_text": "A human voice speaking or shouting."
167
+ }
168
+ },
169
+ "disjoint_negative_controls": [
170
+ {
171
+ "kind": "gun",
172
+ "path": "/home/yyy/bench/test_data/outputs/G008_dock_beacon_cs/assets/audio/G008_sfx_001/audio.wav",
173
+ "semantic_hold": true,
174
+ "auxiliary_semantic": {
175
+ "positive_cosine": 0.10130157321691513,
176
+ "strongest_contrast_cosine": 0.3549152612686157,
177
+ "margin": -0.2536136880517006,
178
+ "matched_source_families": [
179
+ "voice"
180
+ ],
181
+ "positive_texts": [
182
+ "A human voice giving one frightened short whimper without words.",
183
+ "The sound of A human voice giving one frightened short whimper without words.",
184
+ "A human voice speaking or shouting."
185
+ ],
186
+ "contrast_texts": [
187
+ "A firearm firing sharp gunshots.",
188
+ "A crossbow or ballista string releasing with an arrow whoosh.",
189
+ "A short solid physical impact or dull thud.",
190
+ "A short metallic mechanism clacking or ringing.",
191
+ "Wooden objects cracking and creaking.",
192
+ "Boot footsteps tapping and clanking on a hard surface.",
193
+ "Fabric rustling and rubbing.",
194
+ "Paper cards sliding and fluttering.",
195
+ "Continuous natural wind blowing and hissing.",
196
+ "A fast airy swoosh or whoosh.",
197
+ "Rain falling steadily, with distant thunder.",
198
+ "Water washing, splashing and dripping naturally.",
199
+ "Fire burning and crackling.",
200
+ "Brittle ice cracking and snow crunching.",
201
+ "Electrical buzzing, sparking and crackling.",
202
+ "A mechanical motor engine humming and rattling.",
203
+ "A brief musical brass or tonal game cue.",
204
+ "A short electronic beep or chime notification.",
205
+ "A deep low ominous drone or rumble.",
206
+ "An animal or creature vocalizing, growling or chirping.",
207
+ "Stone rubbing, grinding and crumbling.",
208
+ "Ropes or structural supports creaking under tension.",
209
+ "Glass or crystal cracking and shattering.",
210
+ "A resonant horn, bell or warning siren.",
211
+ "Electronic static and radio interference.",
212
+ "A loud explosive boom.",
213
+ "Silence with very faint recording noise."
214
+ ],
215
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
216
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
217
+ "strongest_positive_text": "A human voice speaking or shouting.",
218
+ "strongest_contrast_text": "A loud explosive boom."
219
+ }
220
+ },
221
+ {
222
+ "kind": "tone",
223
+ "path": "/home/yyy/bench/test_data/outputs/G006_polar_radar_defense/assets/audio/G006_sfx_009/audio.wav",
224
+ "semantic_hold": true,
225
+ "auxiliary_semantic": {
226
+ "positive_cosine": 0.09392224997282028,
227
+ "strongest_contrast_cosine": 0.44079887866973877,
228
+ "margin": -0.3468766286969185,
229
+ "matched_source_families": [
230
+ "voice"
231
+ ],
232
+ "positive_texts": [
233
+ "A human voice giving one frightened short whimper without words.",
234
+ "The sound of A human voice giving one frightened short whimper without words.",
235
+ "A human voice speaking or shouting."
236
+ ],
237
+ "contrast_texts": [
238
+ "A firearm firing sharp gunshots.",
239
+ "A crossbow or ballista string releasing with an arrow whoosh.",
240
+ "A short solid physical impact or dull thud.",
241
+ "A short metallic mechanism clacking or ringing.",
242
+ "Wooden objects cracking and creaking.",
243
+ "Boot footsteps tapping and clanking on a hard surface.",
244
+ "Fabric rustling and rubbing.",
245
+ "Paper cards sliding and fluttering.",
246
+ "Continuous natural wind blowing and hissing.",
247
+ "A fast airy swoosh or whoosh.",
248
+ "Rain falling steadily, with distant thunder.",
249
+ "Water washing, splashing and dripping naturally.",
250
+ "Fire burning and crackling.",
251
+ "Brittle ice cracking and snow crunching.",
252
+ "Electrical buzzing, sparking and crackling.",
253
+ "A mechanical motor engine humming and rattling.",
254
+ "A brief musical brass or tonal game cue.",
255
+ "A short electronic beep or chime notification.",
256
+ "A deep low ominous drone or rumble.",
257
+ "An animal or creature vocalizing, growling or chirping.",
258
+ "Stone rubbing, grinding and crumbling.",
259
+ "Ropes or structural supports creaking under tension.",
260
+ "Glass or crystal cracking and shattering.",
261
+ "A resonant horn, bell or warning siren.",
262
+ "Electronic static and radio interference.",
263
+ "A loud explosive boom.",
264
+ "Silence with very faint recording noise."
265
+ ],
266
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
267
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
268
+ "strongest_positive_text": "The sound of A human voice giving one frightened short whimper without words.",
269
+ "strongest_contrast_text": "A resonant horn, bell or warning siren."
270
+ }
271
+ },
272
+ {
273
+ "kind": "footstep",
274
+ "path": "/home/yyy/bench/test_data/outputs/G003_gggame_courtyard_rps/assets/audio/G003_sfx_008/audio.wav",
275
+ "semantic_hold": true,
276
+ "auxiliary_semantic": {
277
+ "positive_cosine": 0.21629132330417633,
278
+ "strongest_contrast_cosine": 0.3617585301399231,
279
+ "margin": -0.14546720683574677,
280
+ "matched_source_families": [
281
+ "voice"
282
+ ],
283
+ "positive_texts": [
284
+ "A human voice giving one frightened short whimper without words.",
285
+ "The sound of A human voice giving one frightened short whimper without words.",
286
+ "A human voice speaking or shouting."
287
+ ],
288
+ "contrast_texts": [
289
+ "A firearm firing sharp gunshots.",
290
+ "A crossbow or ballista string releasing with an arrow whoosh.",
291
+ "A short solid physical impact or dull thud.",
292
+ "A short metallic mechanism clacking or ringing.",
293
+ "Wooden objects cracking and creaking.",
294
+ "Boot footsteps tapping and clanking on a hard surface.",
295
+ "Fabric rustling and rubbing.",
296
+ "Paper cards sliding and fluttering.",
297
+ "Continuous natural wind blowing and hissing.",
298
+ "A fast airy swoosh or whoosh.",
299
+ "Rain falling steadily, with distant thunder.",
300
+ "Water washing, splashing and dripping naturally.",
301
+ "Fire burning and crackling.",
302
+ "Brittle ice cracking and snow crunching.",
303
+ "Electrical buzzing, sparking and crackling.",
304
+ "A mechanical motor engine humming and rattling.",
305
+ "A brief musical brass or tonal game cue.",
306
+ "A short electronic beep or chime notification.",
307
+ "A deep low ominous drone or rumble.",
308
+ "An animal or creature vocalizing, growling or chirping.",
309
+ "Stone rubbing, grinding and crumbling.",
310
+ "Ropes or structural supports creaking under tension.",
311
+ "Glass or crystal cracking and shattering.",
312
+ "A resonant horn, bell or warning siren.",
313
+ "Electronic static and radio interference.",
314
+ "A loud explosive boom.",
315
+ "Silence with very faint recording noise."
316
+ ],
317
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
318
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
319
+ "strongest_positive_text": "A human voice giving one frightened short whimper without words.",
320
+ "strongest_contrast_text": "Boot footsteps tapping and clanking on a hard surface."
321
+ }
322
+ }
323
+ ],
324
+ "temporal_review": {
325
+ "duration_sec": 1.0216780045351475,
326
+ "leading_quiet_sec": 0.004988662131519274,
327
+ "trailing_quiet_sec": 0.0,
328
+ "activity_threshold_dbfs": -60.0,
329
+ "analysis_window_sec": 0.004988662131519274,
330
+ "last_5ms_rms_dbfs": -31.89668743372513,
331
+ "rms_dbfs": -39.23480066862317
332
+ },
333
+ "specific_vocal_intent_review": {
334
+ "id": "G047_sfx_007__acoustic1__sample01",
335
+ "task_id": "G047_sfx_007",
336
+ "decoded_path": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/G047_sfx_007__acoustic1/native.wav",
337
+ "decoded_sha256": "5cb3a2486f0cc0942c44b51c326bcdca3f5c59010301bb119a217164135859e2",
338
+ "source_manifest": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
339
+ "signal_and_family_eligible": true,
340
+ "hard_reject_flags": [],
341
+ "source_auxiliary_semantic": {
342
+ "positive_cosine": 0.5072076320648193,
343
+ "strongest_contrast_cosine": 0.18161027133464813,
344
+ "margin": 0.3255973607301712,
345
+ "matched_source_families": [
346
+ "voice"
347
+ ],
348
+ "positive_texts": [
349
+ "A human voice giving one frightened short whimper without words.",
350
+ "The sound of A human voice giving one frightened short whimper without words.",
351
+ "A human voice speaking or shouting."
352
+ ],
353
+ "contrast_texts": [
354
+ "A firearm firing sharp gunshots.",
355
+ "A crossbow or ballista string releasing with an arrow whoosh.",
356
+ "A short solid physical impact or dull thud.",
357
+ "A short metallic mechanism clacking or ringing.",
358
+ "Wooden objects cracking and creaking.",
359
+ "Boot footsteps tapping and clanking on a hard surface.",
360
+ "Fabric rustling and rubbing.",
361
+ "Paper cards sliding and fluttering.",
362
+ "Continuous natural wind blowing and hissing.",
363
+ "A fast airy swoosh or whoosh.",
364
+ "Rain falling steadily, with distant thunder.",
365
+ "Water washing, splashing and dripping naturally.",
366
+ "Fire burning and crackling.",
367
+ "Brittle ice cracking and snow crunching.",
368
+ "Electrical buzzing, sparking and crackling.",
369
+ "A mechanical motor engine humming and rattling.",
370
+ "A brief musical brass or tonal game cue.",
371
+ "A short electronic beep or chime notification.",
372
+ "A deep low ominous drone or rumble.",
373
+ "An animal or creature vocalizing, growling or chirping.",
374
+ "Stone rubbing, grinding and crumbling.",
375
+ "Ropes or structural supports creaking under tension.",
376
+ "Glass or crystal cracking and shattering.",
377
+ "A resonant horn, bell or warning siren.",
378
+ "Electronic static and radio interference.",
379
+ "A loud explosive boom.",
380
+ "Silence with very faint recording noise."
381
+ ],
382
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
383
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
384
+ "strongest_positive_text": "The sound of A human voice giving one frightened short whimper without words.",
385
+ "strongest_contrast_text": "A resonant horn, bell or warning siren."
386
+ },
387
+ "temporal_review": {
388
+ "duration_sec": 1.0216780045351475,
389
+ "leading_quiet_sec": 0.004988662131519274,
390
+ "trailing_quiet_sec": 0.0,
391
+ "activity_threshold_dbfs": -60.0,
392
+ "analysis_window_sec": 0.004988662131519274,
393
+ "last_5ms_rms_dbfs": -31.89668743372513,
394
+ "rms_dbfs": -39.23480066862317
395
+ },
396
+ "expected_class": "frightened_whimper",
397
+ "balanced_class_scores": {
398
+ "worried_call": 0.3121313452720642,
399
+ "frightened_whimper": 0.46880078315734863,
400
+ "joyful_whoop": 0.21737469732761383,
401
+ "angry_shout": 0.0877716913819313,
402
+ "speech": 0.23787476122379303,
403
+ "gasp": 0.35592007637023926,
404
+ "pain_gasp": 0.2635965943336487,
405
+ "sigh": 0.24144062399864197
406
+ },
407
+ "expected_class_margin": 0.11288070678710938,
408
+ "intent_credible_for_individual_review": true,
409
+ "boundary": "Additional exclusion/individual-review evidence only. The small contrast set has no global calibration and never establishes human emotion, distance or listening approval."
410
+ }
411
+ }
412
+ }
413
+ ],
414
+ "required_variants": [
415
+ "default"
416
+ ],
417
+ "package_complete": true,
418
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
419
+ "stage3_import_status": "NOT_RUN",
420
+ "runtime_notes": [
421
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
422
+ ],
423
+ "review_status": "ACCEPTED_AGENT",
424
+ "agent_review": {
425
+ "status": "ACCEPTED_AGENT",
426
+ "human_listening_claimed": false,
427
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
428
+ "method_plan": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/method_plan.json",
429
+ "source_interpretation": {
430
+ "rule": "source_acoustic_paraphrase",
431
+ "scoring_prompt": "A human voice giving one frightened short whimper without words.",
432
+ "original_auxiliary_semantic": {
433
+ "positive_cosine": 0.32393503189086914,
434
+ "strongest_contrast_cosine": 0.2951642870903015,
435
+ "margin": 0.028770744800567627,
436
+ "matched_source_families": [],
437
+ "positive_texts": [
438
+ "Frightened short whimper, non-lexical vocal",
439
+ "The sound of Frightened short whimper, non-lexical vocal"
440
+ ],
441
+ "contrast_texts": [
442
+ "A human voice speaking or shouting.",
443
+ "A firearm firing sharp gunshots.",
444
+ "A crossbow or ballista string releasing with an arrow whoosh.",
445
+ "A short solid physical impact or dull thud.",
446
+ "A short metallic mechanism clacking or ringing.",
447
+ "Wooden objects cracking and creaking.",
448
+ "Boot footsteps tapping and clanking on a hard surface.",
449
+ "Fabric rustling and rubbing.",
450
+ "Paper cards sliding and fluttering.",
451
+ "Continuous natural wind blowing and hissing.",
452
+ "A fast airy swoosh or whoosh.",
453
+ "Rain falling steadily, with distant thunder.",
454
+ "Water washing, splashing and dripping naturally.",
455
+ "Fire burning and crackling.",
456
+ "Brittle ice cracking and snow crunching.",
457
+ "Electrical buzzing, sparking and crackling.",
458
+ "A mechanical motor engine humming and rattling.",
459
+ "A brief musical brass or tonal game cue.",
460
+ "A short electronic beep or chime notification.",
461
+ "A deep low ominous drone or rumble.",
462
+ "An animal or creature vocalizing, growling or chirping.",
463
+ "Stone rubbing, grinding and crumbling.",
464
+ "Ropes or structural supports creaking under tension.",
465
+ "Glass or crystal cracking and shattering.",
466
+ "A resonant horn, bell or warning siren.",
467
+ "Electronic static and radio interference.",
468
+ "A loud explosive boom.",
469
+ "Silence with very faint recording noise."
470
+ ],
471
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
472
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
473
+ "strongest_positive_text": "The sound of Frightened short whimper, non-lexical vocal",
474
+ "strongest_contrast_text": "A human voice speaking or shouting."
475
+ }
476
+ },
477
+ "disjoint_negative_controls": [
478
+ {
479
+ "kind": "gun",
480
+ "path": "/home/yyy/bench/test_data/outputs/G008_dock_beacon_cs/assets/audio/G008_sfx_001/audio.wav",
481
+ "semantic_hold": true,
482
+ "auxiliary_semantic": {
483
+ "positive_cosine": 0.10130157321691513,
484
+ "strongest_contrast_cosine": 0.3549152612686157,
485
+ "margin": -0.2536136880517006,
486
+ "matched_source_families": [
487
+ "voice"
488
+ ],
489
+ "positive_texts": [
490
+ "A human voice giving one frightened short whimper without words.",
491
+ "The sound of A human voice giving one frightened short whimper without words.",
492
+ "A human voice speaking or shouting."
493
+ ],
494
+ "contrast_texts": [
495
+ "A firearm firing sharp gunshots.",
496
+ "A crossbow or ballista string releasing with an arrow whoosh.",
497
+ "A short solid physical impact or dull thud.",
498
+ "A short metallic mechanism clacking or ringing.",
499
+ "Wooden objects cracking and creaking.",
500
+ "Boot footsteps tapping and clanking on a hard surface.",
501
+ "Fabric rustling and rubbing.",
502
+ "Paper cards sliding and fluttering.",
503
+ "Continuous natural wind blowing and hissing.",
504
+ "A fast airy swoosh or whoosh.",
505
+ "Rain falling steadily, with distant thunder.",
506
+ "Water washing, splashing and dripping naturally.",
507
+ "Fire burning and crackling.",
508
+ "Brittle ice cracking and snow crunching.",
509
+ "Electrical buzzing, sparking and crackling.",
510
+ "A mechanical motor engine humming and rattling.",
511
+ "A brief musical brass or tonal game cue.",
512
+ "A short electronic beep or chime notification.",
513
+ "A deep low ominous drone or rumble.",
514
+ "An animal or creature vocalizing, growling or chirping.",
515
+ "Stone rubbing, grinding and crumbling.",
516
+ "Ropes or structural supports creaking under tension.",
517
+ "Glass or crystal cracking and shattering.",
518
+ "A resonant horn, bell or warning siren.",
519
+ "Electronic static and radio interference.",
520
+ "A loud explosive boom.",
521
+ "Silence with very faint recording noise."
522
+ ],
523
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
524
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
525
+ "strongest_positive_text": "A human voice speaking or shouting.",
526
+ "strongest_contrast_text": "A loud explosive boom."
527
+ }
528
+ },
529
+ {
530
+ "kind": "tone",
531
+ "path": "/home/yyy/bench/test_data/outputs/G006_polar_radar_defense/assets/audio/G006_sfx_009/audio.wav",
532
+ "semantic_hold": true,
533
+ "auxiliary_semantic": {
534
+ "positive_cosine": 0.09392224997282028,
535
+ "strongest_contrast_cosine": 0.44079887866973877,
536
+ "margin": -0.3468766286969185,
537
+ "matched_source_families": [
538
+ "voice"
539
+ ],
540
+ "positive_texts": [
541
+ "A human voice giving one frightened short whimper without words.",
542
+ "The sound of A human voice giving one frightened short whimper without words.",
543
+ "A human voice speaking or shouting."
544
+ ],
545
+ "contrast_texts": [
546
+ "A firearm firing sharp gunshots.",
547
+ "A crossbow or ballista string releasing with an arrow whoosh.",
548
+ "A short solid physical impact or dull thud.",
549
+ "A short metallic mechanism clacking or ringing.",
550
+ "Wooden objects cracking and creaking.",
551
+ "Boot footsteps tapping and clanking on a hard surface.",
552
+ "Fabric rustling and rubbing.",
553
+ "Paper cards sliding and fluttering.",
554
+ "Continuous natural wind blowing and hissing.",
555
+ "A fast airy swoosh or whoosh.",
556
+ "Rain falling steadily, with distant thunder.",
557
+ "Water washing, splashing and dripping naturally.",
558
+ "Fire burning and crackling.",
559
+ "Brittle ice cracking and snow crunching.",
560
+ "Electrical buzzing, sparking and crackling.",
561
+ "A mechanical motor engine humming and rattling.",
562
+ "A brief musical brass or tonal game cue.",
563
+ "A short electronic beep or chime notification.",
564
+ "A deep low ominous drone or rumble.",
565
+ "An animal or creature vocalizing, growling or chirping.",
566
+ "Stone rubbing, grinding and crumbling.",
567
+ "Ropes or structural supports creaking under tension.",
568
+ "Glass or crystal cracking and shattering.",
569
+ "A resonant horn, bell or warning siren.",
570
+ "Electronic static and radio interference.",
571
+ "A loud explosive boom.",
572
+ "Silence with very faint recording noise."
573
+ ],
574
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
575
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
576
+ "strongest_positive_text": "The sound of A human voice giving one frightened short whimper without words.",
577
+ "strongest_contrast_text": "A resonant horn, bell or warning siren."
578
+ }
579
+ },
580
+ {
581
+ "kind": "footstep",
582
+ "path": "/home/yyy/bench/test_data/outputs/G003_gggame_courtyard_rps/assets/audio/G003_sfx_008/audio.wav",
583
+ "semantic_hold": true,
584
+ "auxiliary_semantic": {
585
+ "positive_cosine": 0.21629132330417633,
586
+ "strongest_contrast_cosine": 0.3617585301399231,
587
+ "margin": -0.14546720683574677,
588
+ "matched_source_families": [
589
+ "voice"
590
+ ],
591
+ "positive_texts": [
592
+ "A human voice giving one frightened short whimper without words.",
593
+ "The sound of A human voice giving one frightened short whimper without words.",
594
+ "A human voice speaking or shouting."
595
+ ],
596
+ "contrast_texts": [
597
+ "A firearm firing sharp gunshots.",
598
+ "A crossbow or ballista string releasing with an arrow whoosh.",
599
+ "A short solid physical impact or dull thud.",
600
+ "A short metallic mechanism clacking or ringing.",
601
+ "Wooden objects cracking and creaking.",
602
+ "Boot footsteps tapping and clanking on a hard surface.",
603
+ "Fabric rustling and rubbing.",
604
+ "Paper cards sliding and fluttering.",
605
+ "Continuous natural wind blowing and hissing.",
606
+ "A fast airy swoosh or whoosh.",
607
+ "Rain falling steadily, with distant thunder.",
608
+ "Water washing, splashing and dripping naturally.",
609
+ "Fire burning and crackling.",
610
+ "Brittle ice cracking and snow crunching.",
611
+ "Electrical buzzing, sparking and crackling.",
612
+ "A mechanical motor engine humming and rattling.",
613
+ "A brief musical brass or tonal game cue.",
614
+ "A short electronic beep or chime notification.",
615
+ "A deep low ominous drone or rumble.",
616
+ "An animal or creature vocalizing, growling or chirping.",
617
+ "Stone rubbing, grinding and crumbling.",
618
+ "Ropes or structural supports creaking under tension.",
619
+ "Glass or crystal cracking and shattering.",
620
+ "A resonant horn, bell or warning siren.",
621
+ "Electronic static and radio interference.",
622
+ "A loud explosive boom.",
623
+ "Silence with very faint recording noise."
624
+ ],
625
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
626
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
627
+ "strongest_positive_text": "A human voice giving one frightened short whimper without words.",
628
+ "strongest_contrast_text": "Boot footsteps tapping and clanking on a hard surface."
629
+ }
630
+ }
631
+ ],
632
+ "temporal_review": {
633
+ "duration_sec": 1.0216780045351475,
634
+ "leading_quiet_sec": 0.004988662131519274,
635
+ "trailing_quiet_sec": 0.0,
636
+ "activity_threshold_dbfs": -60.0,
637
+ "analysis_window_sec": 0.004988662131519274,
638
+ "last_5ms_rms_dbfs": -31.89668743372513,
639
+ "rms_dbfs": -39.23480066862317
640
+ },
641
+ "specific_vocal_intent_review": {
642
+ "id": "G047_sfx_007__acoustic1__sample01",
643
+ "task_id": "G047_sfx_007",
644
+ "decoded_path": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/G047_sfx_007__acoustic1/native.wav",
645
+ "decoded_sha256": "5cb3a2486f0cc0942c44b51c326bcdca3f5c59010301bb119a217164135859e2",
646
+ "source_manifest": "/home/yyy/bench/audio_production/20261017_verified/mirelo_acoustic_repair/G047_oldtown_fire_rescue/screening.json",
647
+ "signal_and_family_eligible": true,
648
+ "hard_reject_flags": [],
649
+ "source_auxiliary_semantic": {
650
+ "positive_cosine": 0.5072076320648193,
651
+ "strongest_contrast_cosine": 0.18161027133464813,
652
+ "margin": 0.3255973607301712,
653
+ "matched_source_families": [
654
+ "voice"
655
+ ],
656
+ "positive_texts": [
657
+ "A human voice giving one frightened short whimper without words.",
658
+ "The sound of A human voice giving one frightened short whimper without words.",
659
+ "A human voice speaking or shouting."
660
+ ],
661
+ "contrast_texts": [
662
+ "A firearm firing sharp gunshots.",
663
+ "A crossbow or ballista string releasing with an arrow whoosh.",
664
+ "A short solid physical impact or dull thud.",
665
+ "A short metallic mechanism clacking or ringing.",
666
+ "Wooden objects cracking and creaking.",
667
+ "Boot footsteps tapping and clanking on a hard surface.",
668
+ "Fabric rustling and rubbing.",
669
+ "Paper cards sliding and fluttering.",
670
+ "Continuous natural wind blowing and hissing.",
671
+ "A fast airy swoosh or whoosh.",
672
+ "Rain falling steadily, with distant thunder.",
673
+ "Water washing, splashing and dripping naturally.",
674
+ "Fire burning and crackling.",
675
+ "Brittle ice cracking and snow crunching.",
676
+ "Electrical buzzing, sparking and crackling.",
677
+ "A mechanical motor engine humming and rattling.",
678
+ "A brief musical brass or tonal game cue.",
679
+ "A short electronic beep or chime notification.",
680
+ "A deep low ominous drone or rumble.",
681
+ "An animal or creature vocalizing, growling or chirping.",
682
+ "Stone rubbing, grinding and crumbling.",
683
+ "Ropes or structural supports creaking under tension.",
684
+ "Glass or crystal cracking and shattering.",
685
+ "A resonant horn, bell or warning siren.",
686
+ "Electronic static and radio interference.",
687
+ "A loud explosive boom.",
688
+ "Silence with very faint recording noise."
689
+ ],
690
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
691
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established.",
692
+ "strongest_positive_text": "The sound of A human voice giving one frightened short whimper without words.",
693
+ "strongest_contrast_text": "A resonant horn, bell or warning siren."
694
+ },
695
+ "temporal_review": {
696
+ "duration_sec": 1.0216780045351475,
697
+ "leading_quiet_sec": 0.004988662131519274,
698
+ "trailing_quiet_sec": 0.0,
699
+ "activity_threshold_dbfs": -60.0,
700
+ "analysis_window_sec": 0.004988662131519274,
701
+ "last_5ms_rms_dbfs": -31.89668743372513,
702
+ "rms_dbfs": -39.23480066862317
703
+ },
704
+ "expected_class": "frightened_whimper",
705
+ "balanced_class_scores": {
706
+ "worried_call": 0.3121313452720642,
707
+ "frightened_whimper": 0.46880078315734863,
708
+ "joyful_whoop": 0.21737469732761383,
709
+ "angry_shout": 0.0877716913819313,
710
+ "speech": 0.23787476122379303,
711
+ "gasp": 0.35592007637023926,
712
+ "pain_gasp": 0.2635965943336487,
713
+ "sigh": 0.24144062399864197
714
+ },
715
+ "expected_class_margin": 0.11288070678710938,
716
+ "intent_credible_for_individual_review": true,
717
+ "boundary": "Additional exclusion/individual-review evidence only. The small contrast set has no global calibration and never establishes human emotion, distance or listening approval."
718
+ }
719
+ }
720
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_008/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:3c62d088c2ac09b21b02379cff559b778f7efd31f0f42f47fc697099524f46f6
3
+ size 96044
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_008/meta.json ADDED
@@ -0,0 +1,105 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_008",
4
+ "asset_name": "rescue_confirm",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_008/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_008",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 1,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_008",
19
+ "asset_name": "rescue_confirm",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Relieved two-note confirm as a resident reaches safety",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5478,
26
+ "trigger": "获救",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "获救",
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": "G047_sfx_008__native_tonal",
47
+ "variant": "default",
48
+ "method": "direct_signal_synthesis/procedural_tonal_cue_v2",
49
+ "request": null,
50
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/autonomous_tonal/G047_oldtown_fire_rescue/G047_sfx_008__native_tonal/native.wav",
51
+ "raw_sha256": "3c62d088c2ac09b21b02379cff559b778f7efd31f0f42f47fc697099524f46f6",
52
+ "remote_id": null,
53
+ "remote_task_id": null,
54
+ "recipe": {
55
+ "kind": "relieved_two_note_confirmation",
56
+ "notes_onset_sec_hz": [
57
+ [
58
+ 0,
59
+ 659.25
60
+ ],
61
+ [
62
+ 0.2,
63
+ 880
64
+ ]
65
+ ],
66
+ "native_duration_sec": 1.0,
67
+ "amplitude_design": 0.14,
68
+ "source_specific_tonal_role": "Relieved two-note confirm as a resident reaches safety",
69
+ "method_code_sha256": "500a078cfaf1a7bffb091b18499cfa1572cad47dc1a07b6fbb74e21c74853e33"
70
+ },
71
+ "auxiliary_semantic": null,
72
+ "speech_transcription_check": null,
73
+ "loop_diagnostics": null,
74
+ "full_loop_diagnostics": null,
75
+ "file": "audio.wav",
76
+ "sha256": "3c62d088c2ac09b21b02379cff559b778f7efd31f0f42f47fc697099524f46f6",
77
+ "duration_sec": 1.0,
78
+ "channels": 1,
79
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
80
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
81
+ "agent_review": {
82
+ "status": "ACCEPTED_AGENT",
83
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
84
+ "basis": "Explicit tonal-only source whitelist. Source note count, ordering, native duration and functional cue construction are recorded in recipe; physical PCM checks pass.",
85
+ "human_listening_claimed": false
86
+ }
87
+ }
88
+ ],
89
+ "required_variants": [
90
+ "default"
91
+ ],
92
+ "package_complete": true,
93
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
94
+ "stage3_import_status": "NOT_RUN",
95
+ "runtime_notes": [
96
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
97
+ ],
98
+ "review_status": "ACCEPTED_AGENT",
99
+ "agent_review": {
100
+ "status": "ACCEPTED_AGENT",
101
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
102
+ "basis": "Explicit tonal-only source whitelist. Source note count, ordering, native duration and functional cue construction are recorded in recipe; physical PCM checks pass.",
103
+ "human_listening_claimed": false
104
+ }
105
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_009/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:cb480bf1140b33ac71212b2032708e63a5c67e1572c633985c17304ab957dd40
3
+ size 192044
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_009/meta.json ADDED
@@ -0,0 +1,139 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_009",
4
+ "asset_name": "route_blocked_alarm",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_009/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_009",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 2,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_009",
19
+ "asset_name": "route_blocked_alarm",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "Low urgent alarm signaling a blocked rescue route",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5479,
26
+ "trigger": "G07 路线阻断",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "G07 路线阻断",
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": "G047_sfx_009__v1",
47
+ "variant": "default",
48
+ "method": "elevenlabs/sound-effects-v2",
49
+ "request": {
50
+ "prompt": "Low urgent alarm signaling a blocked rescue route. Clear isolated sound starting promptly and ending naturally.",
51
+ "duration": 1.0,
52
+ "loop": false,
53
+ "prompt_influence": 0.65
54
+ },
55
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_009__v1/raw.mp3",
56
+ "raw_sha256": "8eb10b2a1bbe1a989e394a34008963173aa71a7470a23e21e27a7d0b3839cefd",
57
+ "remote_id": "cd35198781c74784953a3d2aa53cfb80",
58
+ "remote_task_id": null,
59
+ "recipe": null,
60
+ "auxiliary_semantic": {
61
+ "positive_cosine": 0.500785231590271,
62
+ "strongest_contrast_cosine": 0.32334819436073303,
63
+ "margin": 0.17743703722953796,
64
+ "matched_source_families": [
65
+ "horn"
66
+ ],
67
+ "positive_texts": [
68
+ "Low urgent alarm signaling a blocked rescue route",
69
+ "The sound of Low urgent alarm signaling a blocked rescue route",
70
+ "A resonant horn, bell or warning siren."
71
+ ],
72
+ "contrast_texts": [
73
+ "A human voice speaking or shouting.",
74
+ "A firearm firing sharp gunshots.",
75
+ "A crossbow or ballista string releasing with an arrow whoosh.",
76
+ "A short solid physical impact or dull thud.",
77
+ "A short metallic mechanism clacking or ringing.",
78
+ "Wooden objects cracking and creaking.",
79
+ "Boot footsteps tapping and clanking on a hard surface.",
80
+ "Fabric rustling and rubbing.",
81
+ "Paper cards sliding and fluttering.",
82
+ "Continuous natural wind blowing and hissing.",
83
+ "A fast airy swoosh or whoosh.",
84
+ "Rain falling steadily, with distant thunder.",
85
+ "Water washing, splashing and dripping naturally.",
86
+ "Fire burning and crackling.",
87
+ "Brittle ice cracking and snow crunching.",
88
+ "Electrical buzzing, sparking and crackling.",
89
+ "A mechanical motor engine humming and rattling.",
90
+ "A brief musical brass or tonal game cue.",
91
+ "A short electronic beep or chime notification.",
92
+ "A deep low ominous drone or rumble.",
93
+ "An animal or creature vocalizing, growling or chirping.",
94
+ "Stone rubbing, grinding and crumbling.",
95
+ "Ropes or structural supports creaking under tension.",
96
+ "Glass or crystal cracking and shattering.",
97
+ "Electronic static and radio interference.",
98
+ "A loud explosive boom.",
99
+ "Silence with very faint recording noise."
100
+ ],
101
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
102
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
103
+ },
104
+ "speech_transcription_check": null,
105
+ "loop_diagnostics": null,
106
+ "full_loop_diagnostics": null,
107
+ "file": "audio.wav",
108
+ "sha256": "cb480bf1140b33ac71212b2032708e63a5c67e1572c633985c17304ab957dd40",
109
+ "duration_sec": 1.0,
110
+ "channels": 2,
111
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
112
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
113
+ "agent_review": {
114
+ "task_id": "G047_sfx_009",
115
+ "status": "ACCEPTED_AGENT",
116
+ "issues": [],
117
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
118
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
119
+ }
120
+ }
121
+ ],
122
+ "required_variants": [
123
+ "default"
124
+ ],
125
+ "package_complete": true,
126
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
127
+ "stage3_import_status": "NOT_RUN",
128
+ "runtime_notes": [
129
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
130
+ ],
131
+ "review_status": "ACCEPTED_AGENT",
132
+ "agent_review": {
133
+ "task_id": "G047_sfx_009",
134
+ "status": "ACCEPTED_AGENT",
135
+ "issues": [],
136
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
137
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
138
+ }
139
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_010/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:dfb5c0bb342a9cae826a797d5095fcc2c0cb83b8b933dc316af1dd0a16cc1a56
3
+ size 192044
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_010/meta.json ADDED
@@ -0,0 +1,141 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_010",
4
+ "asset_name": "evac_horn",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "one_shot",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_010/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_010",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 1.0,
14
+ "requested_duration_sec": 1.0,
15
+ "channels": 2,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_010",
19
+ "asset_name": "evac_horn",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "one_shot",
22
+ "prompt": "All-clear fire bell fading into quiet rain",
23
+ "duration_sec": 1.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5480,
26
+ "trigger": "全员撤离",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "全员撤离",
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": "G047_sfx_010__autonomous_repair1",
47
+ "variant": "default",
48
+ "method": "elevenlabs/sound-effects-v2",
49
+ "request": {
50
+ "prompt": "All-clear fire bell fading into quiet rain. 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": 1.0,
52
+ "loop": false,
53
+ "prompt_influence": 0.3
54
+ },
55
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/G047_sfx_010__autonomous_repair1/raw.mp3",
56
+ "raw_sha256": "8f7668d7420943e6a5278a158ae17ea8dc270697e4f0a805836107dc30ed76fd",
57
+ "remote_id": "852f6c0201994698b6717b658fdd31e3",
58
+ "remote_task_id": null,
59
+ "recipe": null,
60
+ "auxiliary_semantic": {
61
+ "positive_cosine": 0.284286230802536,
62
+ "strongest_contrast_cosine": 0.23900127410888672,
63
+ "margin": 0.04528495669364929,
64
+ "matched_source_families": [
65
+ "rain",
66
+ "fire",
67
+ "horn"
68
+ ],
69
+ "positive_texts": [
70
+ "All-clear fire bell fading into quiet rain",
71
+ "The sound of All-clear fire bell fading into quiet rain",
72
+ "Rain falling steadily, with distant thunder.",
73
+ "Fire burning and crackling.",
74
+ "A resonant horn, bell or warning siren."
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
+ "Water washing, splashing and dripping naturally.",
89
+ "Brittle ice cracking and snow crunching.",
90
+ "Electrical buzzing, sparking and crackling.",
91
+ "A mechanical motor engine humming and rattling.",
92
+ "A brief musical brass or tonal game cue.",
93
+ "A short electronic beep or chime notification.",
94
+ "A deep low ominous drone or rumble.",
95
+ "An animal or creature vocalizing, growling or chirping.",
96
+ "Stone rubbing, grinding and crumbling.",
97
+ "Ropes or structural supports creaking under tension.",
98
+ "Glass or crystal cracking and shattering.",
99
+ "Electronic static and radio interference.",
100
+ "A loud explosive boom.",
101
+ "Silence with very faint recording noise."
102
+ ],
103
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
104
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
105
+ },
106
+ "speech_transcription_check": null,
107
+ "loop_diagnostics": null,
108
+ "full_loop_diagnostics": null,
109
+ "file": "audio.wav",
110
+ "sha256": "dfb5c0bb342a9cae826a797d5095fcc2c0cb83b8b933dc316af1dd0a16cc1a56",
111
+ "duration_sec": 1.0,
112
+ "channels": 2,
113
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
114
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
115
+ "agent_review": {
116
+ "status": "ACCEPTED_AGENT",
117
+ "basis": "Native complete waveform passes original duration/signal/source-family screen.",
118
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
119
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/screening.json",
120
+ "human_listening_claimed": false
121
+ }
122
+ }
123
+ ],
124
+ "required_variants": [
125
+ "default"
126
+ ],
127
+ "package_complete": true,
128
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
129
+ "stage3_import_status": "NOT_RUN",
130
+ "runtime_notes": [
131
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
132
+ ],
133
+ "review_status": "ACCEPTED_AGENT",
134
+ "agent_review": {
135
+ "status": "ACCEPTED_AGENT",
136
+ "basis": "Native complete waveform passes original duration/signal/source-family screen.",
137
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
138
+ "screening_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_repair/G047_oldtown_fire_rescue/screening.json",
139
+ "human_listening_claimed": false
140
+ }
141
+ }
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_011/audio.wav ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:d82a1ae5c675d1737f6a30aa490cd8cb8a8914a56d18df6ff48aa53cd28b43c6
3
+ size 3840810
outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_011/meta.json ADDED
@@ -0,0 +1,184 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game_id": "G047_oldtown_fire_rescue",
3
+ "task_id": "G047_sfx_011",
4
+ "asset_name": "fire_street_ambience",
5
+ "audio_type": "sound_effect",
6
+ "sound_category": "ambient_loop",
7
+ "file": "audio.wav",
8
+ "audio_path": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_011/audio.wav",
9
+ "output_dir": "/home/yyy/bench/test_data/outputs/G047_oldtown_fire_rescue/assets/audio/G047_sfx_011",
10
+ "task_kind": "audio",
11
+ "sample_rate": 48000,
12
+ "requested_sample_rate": 48000,
13
+ "duration_sec": 40.007979166666665,
14
+ "requested_duration_sec": 40.0,
15
+ "channels": 1,
16
+ "source_task": {
17
+ "game_id": "G047_oldtown_fire_rescue",
18
+ "task_id": "G047_sfx_011",
19
+ "asset_name": "fire_street_ambience",
20
+ "audio_type": "sound_effect",
21
+ "sound_category": "ambient_loop",
22
+ "prompt": "Roaring house fire with rain patter, distant alarm bells, wind-fed crackle",
23
+ "duration_sec": 40.0,
24
+ "sample_rate": 48000,
25
+ "seed": 5481,
26
+ "trigger": "常驻环境音",
27
+ "required_by_spec": true,
28
+ "spec_ref": "F06",
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": "809b73e8ec59dd2dab57255284ef548ed11d17e629c333d1a79e5459bc3c6c11",
36
+ "source_commit": "fcada1549f7db691018aba699e8c7c6d3058b044",
37
+ "collection_annotations": {
38
+ "planned_source": "general_audio_llm"
39
+ },
40
+ "trigger": "常驻环境音",
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": "G047_sfx_011__extended",
47
+ "variant": "default",
48
+ "method": "mirelo-ai/sfx-1.6/extend-audio",
49
+ "request": {
50
+ "audio": "https://d2h7xmz5gqybh9.cloudfront.net/output/d11ea922-e074-4bce-ae34-a67511ed57a5.mp3",
51
+ "prompt": "Roaring house fire with rain patter, distant alarm bells, wind-fed crackle. Consistent seamless continuous ambience.",
52
+ "append_duration": 18.0,
53
+ "ambience": true,
54
+ "double_output": false,
55
+ "num_samples": 1
56
+ },
57
+ "raw_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_011__extended/raw.mp3",
58
+ "raw_sha256": "c353fc64b668072ec557aaa791bf44217e0a9ce46f525e6ef755118851821a0d",
59
+ "remote_id": "ea4707a562ea4c5c94bd7294b35b2ccc",
60
+ "remote_task_id": null,
61
+ "recipe": null,
62
+ "auxiliary_semantic": {
63
+ "positive_cosine": 0.547870934009552,
64
+ "strongest_contrast_cosine": 0.3472982943058014,
65
+ "margin": 0.2005726397037506,
66
+ "matched_source_families": [
67
+ "wind",
68
+ "rain",
69
+ "fire",
70
+ "electric",
71
+ "horn"
72
+ ],
73
+ "positive_texts": [
74
+ "Roaring house fire with rain patter, distant alarm bells, wind-fed crackle",
75
+ "The sound of Roaring house fire with rain patter, distant alarm bells, wind-fed crackle",
76
+ "Continuous natural wind blowing and hissing.",
77
+ "Rain falling steadily, with distant thunder.",
78
+ "Fire burning and crackling.",
79
+ "Electrical buzzing, sparking and crackling.",
80
+ "A resonant horn, bell or warning siren."
81
+ ],
82
+ "contrast_texts": [
83
+ "A human voice speaking or shouting.",
84
+ "A firearm firing sharp gunshots.",
85
+ "A crossbow or ballista string releasing with an arrow whoosh.",
86
+ "A short solid physical impact or dull thud.",
87
+ "A short metallic mechanism clacking or ringing.",
88
+ "Wooden objects cracking and creaking.",
89
+ "Boot footsteps tapping and clanking on a hard surface.",
90
+ "Fabric rustling and rubbing.",
91
+ "Paper cards sliding and fluttering.",
92
+ "A fast airy swoosh or whoosh.",
93
+ "Water washing, splashing and dripping naturally.",
94
+ "Brittle ice cracking and snow crunching.",
95
+ "A mechanical motor engine humming and rattling.",
96
+ "A brief musical brass or tonal game cue.",
97
+ "A short electronic beep or chime notification.",
98
+ "A deep low ominous drone or rumble.",
99
+ "An animal or creature vocalizing, growling or chirping.",
100
+ "Stone rubbing, grinding and crumbling.",
101
+ "Ropes or structural supports creaking under tension.",
102
+ "Glass or crystal cracking and shattering.",
103
+ "Electronic static and radio interference.",
104
+ "A loud explosive boom.",
105
+ "Silence with very faint recording noise."
106
+ ],
107
+ "revision": "8fa0f1c6d0433df6e97c127f64b2a1d6c0dcda8a",
108
+ "boundary": "Auxiliary sound-family match only; exact layer composition, game suitability and human approval are not established."
109
+ },
110
+ "speech_transcription_check": null,
111
+ "loop_diagnostics": {
112
+ "sample_jump": 0.006500244140625,
113
+ "internal_derivative_p99": 0.060272216796875,
114
+ "jump_ratio": 0.10784810126582278,
115
+ "first_100ms_dbfs": -32.30177720285375,
116
+ "last_100ms_dbfs": -34.9429522403792,
117
+ "edge_quiet_sec": 0.0,
118
+ "flags": [],
119
+ "wrap_probe_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_011__extended_wrap_probe.wav",
120
+ "boundary": "Signal diagnostics only; audibility awaits human listening. Probe does not replace original."
121
+ },
122
+ "full_loop_diagnostics": {
123
+ "wrap_sample_jump": 0.006500244140625,
124
+ "internal_derivative_p99": 0.060272216796875,
125
+ "wrap_jump_over_internal_p99": 0.10784810126582278,
126
+ "wrap_jump_percentile_in_internal_derivatives": 54.39932303719611,
127
+ "first_100ms_rms_dbfs": -32.30177720285375,
128
+ "last_100ms_rms_dbfs": -34.9429522403792,
129
+ "edge_rms_difference_db": 2.64117503752545,
130
+ "leading_quiet_ms": 0.0,
131
+ "trailing_quiet_ms": 0.0,
132
+ "quiet_threshold_dbfs": -64.11419146778941,
133
+ "edge_spectral_js_distance": 0.24580272254574526,
134
+ "internal_spectral_js_p95": 0.40295699725564904,
135
+ "diagnostic_flags": [],
136
+ "probe_mapping": {
137
+ "A": "wrap",
138
+ "B": "internal"
139
+ },
140
+ "probe_center_sec": 1.5,
141
+ "wrap_probe_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_011__extended/diagnostics/wrap_probe.wav",
142
+ "internal_control_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_011__extended/diagnostics/internal_control.wav",
143
+ "repeat_preview_path": "/home/yyy/bench/audio_production/20261017_verified/G047_oldtown_fire_rescue/G047_sfx_011__extended/diagnostics/repeat_3x.wav",
144
+ "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."
145
+ },
146
+ "file": "audio.wav",
147
+ "sha256": "d82a1ae5c675d1737f6a30aa490cd8cb8a8914a56d18df6ff48aa53cd28b43c6",
148
+ "duration_sec": 40.007979166666665,
149
+ "channels": 1,
150
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
151
+ "processing": "Full-duration sample-rate conversion and PCM16 quantization only; no crop, pad, gain normalization, time stretch or seam repair.",
152
+ "agent_review": {
153
+ "task_id": "G047_sfx_011",
154
+ "status": "ACCEPTED_AGENT",
155
+ "issues": [],
156
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
157
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
158
+ }
159
+ }
160
+ ],
161
+ "required_variants": [
162
+ "default"
163
+ ],
164
+ "package_complete": true,
165
+ "human_review": "NOT_REQUIRED_USER_DELEGATED",
166
+ "stage3_import_status": "NOT_RUN",
167
+ "runtime_notes": [
168
+ "Bind task trigger, pause/mute/exit behavior and mix levels in engine; source-file preparation is not engine validation."
169
+ ],
170
+ "runtime_contract_resolution": {
171
+ "source_loop_field": false,
172
+ "runtime_loop_required_by_spec": true,
173
+ "preserve_source_fields": true,
174
+ "requires_stage3_binding": true
175
+ },
176
+ "review_status": "ACCEPTED_AGENT",
177
+ "agent_review": {
178
+ "task_id": "G047_sfx_011",
179
+ "status": "ACCEPTED_AGENT",
180
+ "issues": [],
181
+ "authorization_file": "/home/yyy/bench/audio_production/20261017_verified/autonomous_completion_authorization.json",
182
+ "basis": "Whole PCM integrity, canonical source, original source-family/ASR evidence, native duration and loop diagnostics. No waveform modification or human listening claimed."
183
+ }
184
+ }