process_audio
Post-processes and exports audio clips via trim, silence cut, mono, normalize, loop crossfade, fades; writes WAV/OGG/FLAC plus JSON sidecar.
Instructions
Post-process and export a clip: trim, trim silence, mono, normalize (peak or LUFS), seamless loop, fades, then write 48 kHz/44.1 kHz WAV, OGG Vorbis or FLAC (+ .json sidecar). The input file is not modified. Steps run in that order. Does not load any model.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | Make a seamless loop by crossfading the tail into the head (output gets shorter by loop_crossfade_ms). | |
| mono | No | Downmix to mono (common for positional game SFX). | |
| title | No | Output file name stem. Default: <input>_proc. | |
| format | No | wav = 24-bit PCM; ogg = Ogg Vorbis (Unity/Godot); flac = 24-bit lossless. | wav |
| normalize | No | none = only the safety ceiling; peak = scale so the peak hits peak_ceiling_db; loudness = EBU R128 to target_lufs, two-pass, linear gain when the true-peak limit allows it, otherwise ffmpeg's dynamic mode (reported as loudnorm_mode); the peak ceiling is applied afterwards. | none |
| fade_in_ms | No | ||
| end_seconds | No | Trim: keep until here (default: end). | |
| fade_out_ms | No | ||
| input_audio | Yes | Absolute path to an audio file (any format soundfile/ffmpeg reads). | |
| ogg_quality | No | Vorbis quality 0.1–1.0 (0.6 ≈ 190 kbps stereo). | |
| sample_rate | No | 48000 for video; 44100 keeps the model's native rate (no resampling). | |
| target_lufs | No | loudness mode: -14 streaming/video, -16 game BGM, -23 broadcast. SFX are usually peak-normalized instead. | |
| trim_silence | No | Cut leading/trailing silence (useful for one-shot SFX). | |
| start_seconds | No | Trim: keep from here. | |
| peak_ceiling_db | No | Peak ceiling / target in dBFS. | |
| loop_crossfade_ms | No | Loop crossfade: ~50–200 ms for rhythmic BGM cut on a bar, 500–2000 ms for ambience. | |
| silence_threshold_db | No |