feat(skills): add gen-audio skill, rename asset-gen to gen-image
gen-audio: prompt assembly system (sonic palette + category templates + asset descriptions), SAO generation workflow, post-processing pipeline, manual synthesis guide for sub-200ms insert-tech sounds. Rename asset-gen to gen-image for consistent gen-* naming. Add audio connector permissions to settings. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -36,6 +36,10 @@
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"Bash(db/connectors/sqlite-init)",
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"Bash(db/connectors/decisions-sync)",
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"Bash(db/connectors/audio-generate *)",
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"Bash(db/connectors/audio-health)",
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"Bash(db/connectors/audio-post *)",
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"Bash(make *)",
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"Bash(make)",
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---
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name: gen-audio
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description: >
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Generate audio assets for The Settled Reach using the Stable Audio Open API
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(self-hosted Gradio app at tower-of-joy:11500). Use when generating any game
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audio: ambient loops, SFX, UI sounds, monologue chimes, footsteps, or any
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sound asset from docs/assets/audio/. Also use when the user asks about audio
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generation, sound design pipeline, or audio asset iteration. Triggers on:
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"generate audio", "make sounds", "create ambient", "audio pipeline",
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"generate sfx", "stable audio", "gen audio", "sound design".
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---
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# Audio Generation — The Settled Reach
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Generate sonically consistent audio assets using the Stable Audio Open API via
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wrapper scripts at `db/connectors/audio-*`.
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Asset descriptions, filenames, bus routing, and design intent are documented in
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`docs/assets/audio/`. This skill provides the prompt system, generation
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workflow, and quality validation.
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## API Access
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**Never call the API directly.** Use the wrapper scripts:
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```bash
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# Check API health
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db/connectors/audio-health
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# Generate audio
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db/connectors/audio-generate "prompt text" \
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--duration 10 \
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--steps 100 \
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--cfg 7 \
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--output path/to/output.wav \
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--timeout 600
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```
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### Parameters
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| Parameter | Default | Range | Notes |
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|-----------|---------|-------|-------|
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| `--duration` | 10 | 0-47s | Max 47s per generation. For longer loops, generate 45s with crossfade overlap. |
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| `--steps` | 100 | 10-200 | More steps = better quality, slower. Use 50 for quick previews, 100-150 for final. |
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| `--cfg` | 7 | 1-15 | Classifier-free guidance. Higher = more prompt-adherent but less natural. 5-9 is the sweet spot. |
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| `--output` | auto | — | Output file path. Auto-names from prompt if omitted. |
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| `--timeout` | 600 | — | Max wait in seconds. Generation can take 2-5 minutes on 11GB VRAM. |
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### Critical Constraints
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- **NEVER parallelize requests.** The server has 11GB VRAM and runs one
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generation at a time. Always wait for a generation to complete before
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starting the next. Sequential only.
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- **Generation takes 2-5 minutes** per clip depending on duration and steps.
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Be patient. The timeout default (600s) is generous.
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- **Max 47 seconds** per generation. For 60-90s ambient loops, generate 45s
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clips and crossfade-stitch in post-processing.
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- **Output is WAV at 44.1kHz stereo.** Convert to .ogg for Godot import:
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`ffmpeg -i input.wav -c:a libvorbis -q:a 6 output.ogg`
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## Prompt Assembly
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Every generation uses three parts:
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```
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[SONIC FAMILY PREFIX] + [CATEGORY TEMPLATE] + [ASSET DESCRIPTION from docs/assets/audio/]
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```
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Never call the API with just the asset description. Always prepend the sonic
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family prefix and matching category template.
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- **Sonic palette and families:** Read `references/sonic-palette.md`
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- **Category templates:** Read `references/category-templates.md` and match by
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asset type (ambient, sfx, ui)
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- **Asset description:** Look up the specific asset in `docs/assets/audio/{category}.md`
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## Single Asset Workflow
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1. Find the asset in `docs/assets/audio/{ambient,sfx,ui}.md` — note filename,
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duration, bus, method, and design intent.
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2. Read `references/sonic-palette.md` for the sonic family prefix.
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3. Read `references/category-templates.md` for the matching template.
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4. Assemble the full prompt.
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5. Run `db/connectors/audio-health` to verify the API is up.
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6. Run `db/connectors/audio-generate` with the assembled prompt. **One request
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at a time. Wait for completion.**
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7. Listen to the output (or describe it based on file size/duration).
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8. If acceptable, convert to .ogg and place in `client/assets/audio/`.
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9. Update the asset status in `docs/assets/audio/{category}.md`.
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## Iteration Workflow
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For each asset, generate 4-6 candidates:
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1. **Generate candidates** — vary the prompt slightly (add/remove descriptors,
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adjust CFG between 5-9). Run each generation sequentially — never in
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parallel.
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2. **Solo test** — does each candidate sound right alone?
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3. **Stack test** — play the candidate alongside other layers. Does it mask or
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clash?
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4. **Fatigue test** (loops only) — can you listen for 5+ minutes without a
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jarring repeat?
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5. **Close-your-eyes test** — does it create a mental image or sensation?
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6. Select the best candidate, trim, normalize, convert.
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## Post-Processing
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After selecting the best generation:
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```bash
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# Trim silence from start/end
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ffmpeg -i input.wav -af "silenceremove=start_periods=1:start_silence=0.1:start_threshold=-50dB,areverse,silenceremove=start_periods=1:start_silence=0.1:start_threshold=-50dB,areverse" trimmed.wav
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# LUFS normalize to -16 LUFS (broadcast standard, good for game audio)
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ffmpeg -i trimmed.wav -af loudnorm=I=-16:LRA=11:TP=-1 normalized.wav
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# Convert to .ogg for Godot
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ffmpeg -i normalized.wav -c:a libvorbis -q:a 6 output.ogg
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# For loops: verify loop point
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ffplay -loop 0 output.ogg
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```
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For ambient loops, create crossfade overlap:
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```bash
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# Create a 45s loop with 3s crossfade overlap
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# (manual: export 48s, crossfade first 3s with last 3s in Audacity)
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```
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## Manual Synthesis (Insert-Tech Sounds)
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For sounds under 200ms (cursor hover, weapon aim), Stable Audio Open cannot
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produce meaningful output. Use manual synthesis instead:
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```python
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# Example: 50ms cursor hover tick
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import numpy as np
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import wave
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sr = 44100
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duration = 0.05 # 50ms
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t = np.linspace(0, duration, int(sr * duration), endpoint=False)
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freq = 3200 # Hz
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signal = np.sin(2 * np.pi * freq * t)
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envelope = np.exp(-t * 80) # exponential decay
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audio = (signal * envelope * 32767).astype(np.int16)
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with wave.open("cursor_hover.wav", "w") as f:
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f.setnchannels(1)
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f.setsampwidth(2)
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f.setframerate(sr)
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f.writeframes(audio.tobytes())
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```
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## Quality Checklist
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After generating, verify:
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- Sound matches the sonic family (insert-tech = synthetic/precise, organic = warm/natural)
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- Frequency range doesn't mask other layers (check docs/assets/audio/palette.md)
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- Duration matches spec
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- No unwanted artifacts (clicks, pops, digital noise at start/end)
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- Loop point is clean (ambient loops only)
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- Volume sits well relative to other assets (LUFS normalized)
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- Passes the close-your-eyes test
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## File Placement
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Generated assets go to `client/assets/audio/` with exact filenames from the
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asset docs:
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```
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client/assets/audio/
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amb_station_base.ogg # Ambient bus
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amb_workplace_layer.ogg # Ambient bus
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amb_bar_layer.ogg # Ambient bus
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amb_corridor_layer.ogg # Ambient bus
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sfx_footstep_metal.ogg # Player Actions bus
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sfx_footstep_metal_run.ogg # Player Actions bus
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cursor_hover.ogg # UI Sounds bus
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implant_open.ogg # UI Sounds bus
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fog_recognition.ogg # UI Sounds bus
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weapon_aim.ogg # UI Sounds bus
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sfx_monologue_chime.ogg # UI Sounds bus
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sfx_monologue_chime_urgent.ogg # UI Sounds bus
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```
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AudioManager discovers these by directory scan — filenames must match exactly.
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# Category Templates — Audio Generation
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Match the asset's category to the right template. Append after the sonic family
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prefix and before the specific asset description.
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## Ambient Loops
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**Template:**
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> Continuous ambient soundscape loop, seamless looping audio, no distinct
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> beginning or end, steady background atmosphere, [DURATION]s duration
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**Notes:**
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- Generate at 45s (the SAO sweet spot below the 47s ceiling)
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- Add 3-5s of overlap material for crossfade looping in post
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- These play continuously — they must be boring enough to fade into the
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background but rich enough to reward attention
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- Station baseline prefix is required (see sonic-palette.md)
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**Steps:** 100-150 (higher quality for loops — artifacts are more noticeable)
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**CFG:** 5-7 (lower guidance = more natural variation, less mechanical)
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## Sound Effects (SFX)
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**Template:**
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> Single isolated sound effect, clean recording, [DURATION] duration,
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> clear attack and natural decay, no background noise, no reverb tail
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> beyond natural
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**Notes:**
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- For footsteps: specify surface material, pace, weight
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- For environmental: specify the physical mechanism (door hinge, cargo latch)
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- Keep short and punchy — these are event-driven, not continuous
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**Steps:** 80-100 (shorter sounds need fewer steps)
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**CFG:** 7-9 (more guidance = more precise sound matching)
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## UI Sounds
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**Template:**
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> Interface feedback sound, digital UI element, [DURATION] duration,
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> immediate attack, clean decay, isolated sound with no background
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**Notes:**
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- Most UI sounds are under 200ms — use manual synthesis, not SAO
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- For SAO-generated UI sounds (>200ms like fog_recognition, chimes):
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generate at 3-5s duration, then trim to the best portion
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- Insert-tech prefix is required for lattice/interface sounds
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- Organic prefix for fog_recognition (cognitive, not technological)
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**Steps:** 80-100
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**CFG:** 7-9 (precision matters for UI sounds)
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## Chimes / Notification Sounds
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**Template:**
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> Single musical tone, crystalline quality, [DURATION] duration, gentle
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> attack, resonant sustain, natural fade out, no accompaniment, no rhythm
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**Notes:**
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- Generate at 3-5s to give SAO enough temporal context
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- Trim to the best 0.5-1.0s section
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- The attack transient is where the character lives — select for that
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- Normal vs urgent variants: same base prompt, vary "gentle/soft" vs
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"brighter/sharper/more present"
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**Steps:** 100 (tonal quality matters)
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**CFG:** 6-8 (some freedom for natural harmonic content)
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# Sonic Palette — Prompt Prefixes
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Two sonic families. Every generated sound uses one of these as a prompt prefix.
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## Insert-Tech (Synthetic)
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For UI sounds, neural lattice interface, augmented cognition.
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**Prompt prefix:**
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> Clean digital audio, synthetic electronic tone, precise and clinical sound
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> design, no reverb, no room ambience, studio-dry recording, futuristic
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> interface sound
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**Character:** Mathematical precision. The sound of well-designed technology.
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No organic texture, no room reflections. Exists "inside the head," not in
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physical space.
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**Frequency range:** 800Hz-4kHz primary. Sharp attack, controlled decay.
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**Used for:** cursor_hover, implant_open, weapon_aim, sfx_monologue_chime,
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sfx_monologue_chime_urgent
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## Organic (Biological/Environmental)
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For environmental sounds, human cognition, physical world.
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**Prompt prefix:**
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> Warm organic audio, natural sound recording, slight room ambience,
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> lived-in industrial space, realistic acoustic properties, authentic
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> environmental sound
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**Character:** Human warmth. Natural attack and decay. Reverberant — exists
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in physical space. The sound of a real place with real materials.
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**Frequency range:** 60Hz-3kHz primary. Soft or natural attack, room tail.
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**Used for:** fog_recognition, all amb_* ambient loops, all sfx_footstep_*
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## Station Baseline
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For ambient loops specifically, add the station context:
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> Interior of a large industrial space station, metal and composite
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> construction, background mechanical hum from power systems, air circulation
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> audible, no music, no prominent voices unless specified
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@@ -1,5 +1,5 @@
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---
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name: asset-gen
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name: gen-image
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description: >
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Generate themed visual assets for the Lords of Ash CK3 total conversion mod
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using the generate_image MCP tool (Nano Banana / Gemini 2.5 Flash Image).
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