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