Production engines

A sound effect or an ambience as a stereo WAV.

Renders one sound from the engine's own synth as a stereo WAV, or an ambience of the beds mixed together. Give sound (a name from sound_list) with a, b and c as sound_list says, or give ambience: any of engine, air, surf, rain, drum, gull and creak, each 0 to 1, with seconds (1 to 30, default 10; loop true makes it seamless, its end crossfaded into its start, for a game that plays it on repeat; an ambience otherwise fades out). seed varies a one-shot, rate is 44100 or 48000, and peak_db (-30 to 0, default -3) is where the loudest sample sits, so a footstep and a thunder come back at one level; raw true keeps the synth's own. Nothing is sampled from a recording. Costs 1 unit.

post/api/agents/run/sound_effect

Request

  • Base URL: https://tomorrowlives.com
  • URL: https://tomorrowlives.com/api/agents/run/sound_effect
  • Auth: HTTP bearer

Request body

sound'step' | 'door' | 'take' | 'blow' | 'hurt' | 'fell' | 'woke' | 'work' | 'ending' | 'thunder' | 'splash' | 'clang' | 'swing' | 'lob' | 'thud' | 'note' | 'reed' | 'engine' | 'murmur' | 'animal' | 'siren'

A sound name from sound_list. Give this, or ambience.

anumber

The sound's first parameter, as sound_list says what it does for this sound.

bnumber

The sound's second parameter, 0 to 1, as sound_list says.

cnumber

The sound's third parameter, -1 to 1, as sound_list says.

seedinteger

A whole number that varies a one-shot sound.

secondsnumber

Length of an ambience in seconds, 1 to 30 (default 10).

loopboolean

True to make an ambience seamless, its end crossfaded into its start.

rate44100 | 48000

Sample rate in hertz: 44100 or 48000.

peak_dbnumber

Where the loudest sample sits in dBFS, -30 to 0 (default -3).

rawboolean

True to keep the synth's own level instead of normalising to peak_db.

Response

The job's result and files

jobstring
verbstring
unitsinteger
msinteger
resultunknown

Changes

No recorded changes to this operation across all 1 revision of this API.