# SFX-ENV-20261005-01 — evidence

Task: classic music for towns and the GM room, area-specific environment beds and landmark emitters outside towns (ADR-026).

| File | What it is |
|---|---|
| `audio-check.json` | Objective checks on the 24 delivered environment loops: duration, peak, integrated loudness, loop-seam jump, edge dip, level swing, spectral centroid and flatness. Machine measurements only; they cannot say whether a take sounds good. |
| `silent-tail-measurement.json` | The loop defect found on the way: the model ends every clip with 0–1.35 s of digital silence, which the old loop builder looped. Before/after envelope at the seam of `amb-amber-gate`. |
| `music-audio-check.json`, `music-structure-check.json`, `music-seam.json` | The same checks on the six delivered music takes (made with the Small Music model): loudness, seam, key match, pulse; plus how softly each take opens and closes. Every take hits its requested tempo (comb fit: 92.0 BPM for Amber Gate, 100.0 for the GM room), so a 60 s loop is a whole number of beats. |
| `sfx-model-music-test.json` | Harmonic and rhythmic structure measured on the two music prompts run through the **installed SFX model** (not the music model), next to a white-noise control and a synthetic 92 BPM chord loop. |
| `sfx-model-town-theme-test.mp3`, `sfx-model-gm-theme-test.mp3` | The two 30 s clips behind that measurement, so the owner can listen and judge whether the SFX model is good enough for music. Not part of the game audio (`audio/source/`). |

Reading `sfx-model-music-test.json`: `keyR` is the best key-profile correlation (noise 0.37, a tonal piece 0.9), `diatonic` the share of
pitched energy inside one 7-note scale (noise 0.61), `pulse` the strongest 50–200 BPM regularity of the onset envelope (noise 0.05,
the 92 BPM reference 0.78 at 92.3 BPM).
