Audio tooling evaluation
Audio tooling evaluation
Audio tooling evaluation
Verdict layer over .agents/notes/own/tools-for-end-users.md (source note, left as-is).
That note is undated, has no verdicts, and one factually wrong claim about the model; this
doc is the citable version the PRD and roadmap link to.
Verdict table
| Item | Verdict | Reason |
|---|---|---|
| Demucs v4 stems | Ship, flag-gated | Vertical layering is the standard FMOD/Wwise pattern; game devs are the primary case, not a secondary one |
| Librosa/Essentia BPM + key | Ship, flag-gated | Cheap, benefits all three audiences, no model risk |
| EBU R128 normalization | Ship, flag-gated | Already an ffmpeg filter; strictly additive to the existing encode ladder |
| Seamless looping (zero-crossing) | Ship, flag-gated | Real gap — SA3 does not write loops. Loop points still cannot ship as smpl metadata under FLAC-only; a crossfaded seamless file is the deliverable |
| Browser stem mixer | Defer behind stems | Layer-combination previewer, not a DAW. Meaningless before stems exist |
| Basic Pitch audio-to-MIDI | Revisit on demand | Real for chiptune/tracker and runtime-sampler work; no current customer asking |
| Wavesurfer.js inpainting UI | Ship, flag-gated | SA3 supports mask-based inpainting natively (paper §Editing) — the model side is free |
| Brand-specific LoRA training | Kill (as described) | See correction below |
| JUCE VST3/AU plugin | Kill | Game studios work in Unity/Unreal/FMOD/Wwise; agencies work in Premiere/After Effects. A signed cross-platform C++ plugin targets the one host neither vertical uses |
| Unity/Unreal editor utilities | Kill for now | Downstream of a game-dev vertical that is not scoped. Same trigger as the WAV reopen clause in prd.md |
| FMOD/Wwise session export | Kill for now | Same trigger |
| ComfyUI prototyping | Not a product | Internal prototyping convenience; never a customer surface |