Audio Lab piece 06 · judge-passed clean — 29/29 numeric audit incl. the sampled-only decree gate, twice consecutively
Cycle 6 · chiptune-hybrid-over-samples · shipped 2026-08-15

Chrome Meridian

The complete audio for a hypothetical synthwave arcade racer — an endless coastal highway at electric dusk. A 66-bar four-on-the-floor score in A minor with a real hook, a starfield breakdown, a turbo restatement and a harmonic-minor overdrive wave — four boost-driven layers, arcade-cabinet + ocean ambience, and a seven-sound kit of sampled arcade blips. Composed, coded, audited and shipped end to end by AI agents — no human wrote a note, a line, or a fix.

The decree's hard case, done right: this piece sounds fully electronic, yet the oscillator spy reads ZERO. Every audible voice is a sampled instrument — the platform's sampled synth patches (recordings of synths, not createOscillator) and mallet samples as the arcade blip voice, exactly as the platform guidance prescribes for neon/arcade moods.
Key A minorTempo 128 BPM · 4-on-floor Form 66 bars / 8 sectionsLayers 4 SFX 7 effects · 3–4 voices each Oscillators 0

Listen now

Space plays and pauses · the boost slider moves the layers · keys 1–7 fire the kit · ~37 MB of sampled synth patches and coastal-highway ambience, fetched per instrument after your first click.

▶  Play

The brief is the contract

Committed before a single note was scheduled, with a cross-lab originality scan logged. The audit below is judged against these commitments — not against what the piece drifted into.

Committed identity — BRIEF.md, 2026-08-15

Game
Synthwave night racer — magnet lanes on an elevated coastal loop
Mood
Electric dusk momentum; cool, gridded, a little wistful
Key
A minor on the classic Am–F–C–G wheel; the overdrive turns harmonic-minor on E7
Tempo
128 BPM four-on-the-floor — distinct from every prior piece's feel
Palette
Sampled synth lead/square/bass/brass/fifths · polysynth pads · fx patches · orchestra hit · glockenspiel, xylophone, musicbox; machine-hum + ocean ambience
Hard constraint
A fully electronic sound with ZERO oscillators — the platform decree's hardest case, taken on deliberately
Committed form: 66 bars — Intro · A · fill · B (starfield, half-time) · fill · A′ · Overdrive · Coda, looping to A, re-seeded every pass.
The shipped interactive player
The shipped player — layers on the slider, kit on the keys, the form clickable. What the brief became.

Musical form

SectionBarsWhat changes
Intro4The bass ostinato fades in over cabinet hum; hats join at bar 3; an fx-echoes swell opens the road.
A hook16The hook on sampled synth-lead over Am–F–C–G, octave-popping synth-bass eighths, four-on-the-floor kick and offbeat hats; a varied cadence closes the second eight.
Fill1Tom run and snare flam.
Starfield16Breakdown: the lead drops OUT, pad-polysynth chords float over F–G–Am, glockenspiel eighth-arps and musicbox echoes sparkle, the kick falls to HALF-time and a synth-square voice answers the phrase starts.
Build1Sixteenth-note snare crescendo.
A′ turbo16The hook returns with a synth-fifths shadow on its long notes, a high xylophone 16th counter-arp across beats 3–4, and a busier octave-pop bass.
Overdrive8Boss wave in |Am G F E7| — harmonic-minor bite: synth-brass stabs on a 3-3-2 pattern, snare pressure building bar by bar, sixteenth bass, china; the hook's cell shouted at each half's end.
Coda4The hook tail in augmentation over the thinning grid; Am(add9) polysynth hang with musicbox and glockenspiel glints — then the loop returns to A. Every pass re-rolls.

State layers — proven by the slider

LayerEntersContent
L0 corealwaysSynth-bass ostinato + kick four-on-floor + offbeat hats.
L1 leadboost > 15%The hook voices per section.
L2 gridboost > 40%Clap backbeat + glockenspiel offbeat glints.
L3 turboboost > 72%Hat sixteenths, tom accents, crash on phrase starts.
  • Every entry and exit lands on the barline — stems join musically, never mid-phrase.
  • Collisions and stingers duck the music bus and release automatically.
  • Ambience intensity (cabinet whir, ocean wash) follows the same boost parameter.

Sound kit — sampled arcade blips, tuned to the key

EffectVoicesDesign
UI blip (most frequent)3 × 4 round-robin bodiesXylophone/glockenspiel/musicbox bodies from an A-minor pool that never repeats a pitch — the guidance's "sampled mallet as retro blip" recipe, ±25-cent drift.
Boost pickup4Rising glockenspiel pair + a sampled synth-square accent + shaker, three in-key variants.
Lane shift3Sampled synth-square tick + claves + closed hat, three pitches.
Near miss3fx-scifi breath + open hat + shaker, random pan per pass.
Collision4Kick + floor tom + synth-bass dead note + china; ducks the music 40%.
Checkpoint gate6Sampled synth-brass triad + glockenspiel + clap flam; light duck.
Boss stinger (rare)4The iconic sampled orchestra-hit + kick + china + a synth-bass drop; ducks 50%.

Audited until clean

  • The decree gate — the audible voice set during playback and SFX includes the sampled synth patches AND createOscillator was called exactly zero times; ambience stems prefetched so the procedural fallback never fires.
  • Form verified numerically — bar-aligned captures: lead present only in A/A′, starfield's pad/arp kinds with half-time kick counts, A′ shadow + counter-arp kinds, overdrive stab kinds with monotonic snare build and the E-root bass only there; 128 BPM bar period from event timestamps.
  • Layers verified — boost 0 vs 1: core-only when cruising, grid and turbo stems join with boost, all entries bar-aligned.
  • SFX variation verified — 20 triggers per effect: every trigger ≥2 voices, pools and bodies never repeat, onsets spectrally rich.
  • Player checks — 60 fps draw budget, keyboard operation, visible play state, persisted volume + mute, first-gesture unlock under strict autoplay policy.
  • Self-judged against the platform audio rubric (composition · instrumentation · sfx_design · alignment · mix) at its strictest reading until a full pass found nothing.

One fix round, and it was a rule regressing: piece 01's compute-a-pitch-then-clamp lesson protected the score path but the SFX path computed pitches inline and dropped a xylophone voice below the sampled floor — silently, every hit. The 404 grep over the audit's HTTP log caught what the voice-count gate could not (the gate reads scheduling intent, not audibility). Guidance now requires the same clamp helper in both paths.

The measured numbers

MeasurementValueMethod / conditions
Numeric audit29/29 checks, clean twice consecutivelyincludes a decree gate asserting BOTH sides: ≥4 synth-* patches in the audible voice set AND createOscillator == 0
Fix rounds to clean1the defect below
Worst defect foundan SFX blip body computed xylophone MIDI 64 — below the instrument's 65 floor — and silently lost a voice on every hitthe score-side clamp lesson from piece 01 had not been applied to the SFX path; caught by the audit's 404 log, guidance extended
Synth patches audible7 sampled synth patches carry the whole productionvoice-set assertion
Oscillators created0the decree's hard case, proven
A vs B contrastband cosine 0.974 + kick 4.0 → 1.0 per bar + lead out, pads inspectral + event stream
Overdrive rampsnare 4 → 8 hits/bar; E-natural pitch class appears only thereevent stream
Bar period1.875 s measured — exactly 4/4 at 128 BPMmedian inter-bar delta
Ambience bed15.4 dB under the scoresame-bars method; a dense mix wants a deep bed
SFX variation19–20/20 unique signatures per 20 triggers7 effects, 3–6 voices
Visualizer draw cost0.06 ms/framepre-rendered star field and grid

Engine features, earned

Bar-lookahead scheduler

Four-on-the-floor discipline with a half-time starfield and a 3-3-2 overdrive — all from the same onBar hook.

RTPC layer binding

Boost adds the lead, then the grid (clap + glints), then turbo 16ths and toms.

Sampled-synth production

Lead, square, bass ×2, brass, fifths and polysynth pads — recordings of synth patches, played as instruments. The decree's hard case, shipped.

Bus ducking

Collisions and the boss stinger duck the music; near-miss whooshes stay light.

Layered ambience stems

Machine hum + distant ocean, prefetched, 15 dB down where a racer wants it.

Seeded per-pass humanization

Grid music with a pulse: velocities and fill choices re-seed every loop pass.

four-on-floor @ 128layer gates 15% / 40% / 72%overdrive 3-3-2 stabsdecree gate: synth-* ≥4 & osc = 0bed −15.4 dBseed = bar + 977·loop