- The demo's art is complete, but none of the 80 demo rows in
audio-tracker.mdhad been made; the game runs on synthesised placeholders and free packs (three pack licences still marked "confirm" in the credits). - Made 114 sounds locally with Stable Audio Open in ComfyUI (2 takes each, 228 files, ~13 min on the RX 7900 XT): 6 ambience beds, 5 human-layer stand-ins, the core SFX split into one file per sound (e.g. footsteps per ground, damage per type), 7 UI writing-implement sounds, 3 stingers, 8 boss tells, 7 creatures × idle/attack/hurt/death, 11 Hoplite skills.
- Masters: WAV 48 kHz 24-bit; one-shots trimmed and peak -1 dBFS; loops cross-faded so they wrap (ambience ~43 s, the model's limit is 47 s).
- Saved to
audio-work/embers-of-olympus/_tests/2026-10-26-stable-audio/withindex.htmlto listen and pick takes. Not in Unity, tracker unchanged until the user picks. - Left out: the 7 music tracks (composer or a music model), engine effects (SF-12, SF-15, SG-06), voice-only rows (SF-17, SF-20, SF-28, HM-03, HM-04).
- Picked a take for each of the 114 demo sounds with CLAP (
laion/larger_clap_general, Apache 2.0, inComfyUI-Shared/models/clap/) plus checks for clipping, hiss and dead air: 94 clear picks, 15 close calls, 5 marked "redo" (UI_InventoryMoveEquip, UI_TabSwitch, the dog whine, the loot-beam hum, the poison hiss). Claude can't hear, so these are scored, not heard; the user's ears decide. Picks are pre-ticked in_tests/2026-10-26-stable-audio/index.htmland listed inPICKS.md. - Redid the 5 weak sounds (new prompts, 4 takes each, rescored; all now above the weak line), then put all 114 picks in
audio-work/embers-of-olympus/{02-ambience,03-sfx,04-ui,05-stingers}/under the tracker file names (FINAL_PICKS.mdin the_tests/2026-10-26-stable-audiofolder lists the take behind each). - Wired into Unity (
Assets/_Project/Audio/Demo/: Ambience 3, BossTells 7, Creatures 24, Skills 11; the rest stay on the NAS only):- Ambience: Rarian Plain → the Explore cue, Eleusis → the Hub, Ploutonion → the Underworld (replaces the synthesised Amb_Fields/Town/Cave; the cut-grove bed has no cue yet).
- Polydegmon's tells: Grasping Toll, Cold Exhale, Intake and Deepening Pools (the pool-opening sound), The Received (both), The Pull; the generic BossTell and BossPull sounds. The Warden's tells stay synthesised.
- New hooks:
EnemyDefinitionidle/attack/hurt/death sound lists (EnemyBrain plays them: attack at wind-up, hurt at most twice a second, one idle growl anywhere at a time within 30 m) for the Skeletal Hoplite, Keres, Shade, Field Rat, Dryad Blight and First Furrow (+ the scythe sweep on its attack);SkillDefinition.CastSounds(PlayerAudio plays them) for the 11 Hoplite skills. - Kept the licensed pack sounds where the game already used one (level-up, quest, waypoint, death stingers, shrine, portal, UI clicks, footsteps, hits): they are real recordings, and the AI stingers are the weakest of what Stable Audio makes. The music is still the pack tracks / synth placeholders.
- Not wired (no hook yet): the other creature and boss sounds (Polydegmon's creature set, First Furrow's raise-the-dead), footsteps on six grounds, doors/chests/jars, the dog's sounds, loot pickups, the human layer, the cut-grove and hearth beds, UI writing sounds.
- Tracker: 65 demo rows marked 🎧 (made), 27 also 📦 (in the engine); ledger AI-579..AI-643. The Stable Audio Open licence is the Stability AI Community License (free commercial use under US$1M annual revenue; may need registration at stability.ai/license): marked CHECK before release.