The complete audio for a hypothetical swamp survival-horror game: you pole a skiff through a drowned fen at night, lantern guttering, while something keeps pace just under the water. A 54-bar score in 5/4 — the limping 3+2 of a pole stroke — in D Phrygian, with a real form: a low bassoon mire theme, a false-comfort music-box lull, a choir-shadowed variation, a chromatic pursuit, and a collapse that remembers the lullaby wrong. Four menace-driven layers, a swamp ambience whose frogs go quiet as danger closes in, and a seven-sound kit where the squelching step gets the most craft. Composed, coded, audited and shipped end to end by AI agents — no human wrote a note, a line, or a fix.
Space plays and pauses · the menace slider moves the layers (watch the frogs fall silent) · keys 1–7 fire the kit · ~49 MB of sampled instruments and swamp, fetched per instrument after your first click.
Committed before a single note was scheduled, with a cross-lab originality scan logged (912 piece entries checked; "hollow" and "lantern" found taken and avoided). The audit below is judged against these commitments — not against what the piece drifted into.
| Section | Bars | What changes |
|---|---|---|
| Intro | 4 | The bed assembles in the dark: low pad cluster, the contrabass pole pulse from bar 2, the harp figure from bar 3, one distant wisp. |
| A — the mire | 12 | The mire theme on low bassoon — three 4-bar phrases built on the D–E♭ germ — over the pole pulse, a fixed dark harp figure (D–A–D–E♭) and planed pads; cello answers the phrase tails. |
| Fill | 1 | Timpani roll climbs under a tom cascade and a long tremolo rise. |
| B — the lull | 12 | False comfort: a music-box lullaby in F minor, high and fragile, celesta echoing every note two beats behind. The entire low bed — bass, harp, drums — is GONE. Borrowed A♭/D♭ colour lives only here. |
| Fill | 1 | Harpsichord scatters down the mode; two muted triangle ticks. |
| A′ — shadowed | 12 | The theme an octave up on english horn with a choir shadow two scale degrees below every note, a harpsichord skeleton rattle on the weak offbeats, and a borrowed E♭-minor darkening (G♭ appears only here). |
| Pursuit | 8 | Taiko and melodic toms drive 3+2 eighths while the bass climbs a semitone every two bars — D, E♭, E, F — under semitone cluster stabs; bassoon and cello shout the germ. E natural exists only in this section. |
| Coda | 4 | Collapse: the pole pulse alone, a D+E♭ cluster fading, and the lullaby remembered wrong — detuned 30 cents, twice as slow — then the loop returns to A, never the intro. |
| Layer | Enters | Content |
|---|---|---|
| L0 bed | always | Contrabass pole pulse on the 3+2 accents, dark harp figure, low pad voicings. |
| L1 lead | menace > 15% | The section's theme voice — bassoon, music box, or english horn + choir. |
| L2 unease | menace > 40% | Tremolo E♭-over-D semitone swells, pizzicato clock-ticks on the weak offbeats, a viola drift line. |
| L3 terror | menace > 72% | Timpani heartbeat (lub-dub), taiko presses, choir cluster swells, an fx-atmosphere wisp. |
| Effect | Voices | Design |
|---|---|---|
| Step squelch (most frequent) | 3–4 × 4 round-robin bodies | Sucking mud / heel pull / shallow water / reed bed — conga, soft kick, tom, shaker and a contrabass thud in changing combinations, pitched down up to 300 cents, ±40-cent drift, velocity 0.4–0.68, never the same body twice in a row. |
| Reed rustle | 3 | Maracas + shaker + a low harp brush note from a no-repeat D-Phrygian pool. |
| Lantern flicker | 3 | Muted triangle + high woodblock + a music-box spark detuned slightly flat. |
| Bone reed found | 4 | Kalimba double-strike + harp octave + celesta glint, walking a no-repeat modal pool. |
| Heartbeat warning | 4 | Timpani + soft kick + contrabass staccato, answered by a floor-tom ghost 0.4 s later; nudges the music down. |
| Wraith stinger | 6 | Tremolo E♭+D cluster swell + fx-atmosphere shriek + china + timpani + choir bite; ducks the music hard for 1.2 s. |
| Ward planted | 5 | Tubular bell + choir swell + harp arpeggio + a celesta glint that lands on the ♭2 — relief that stays uneasy. |
Six audit rounds to the clean pair, honestly split: TWO were piece-side — three SFX effects varied too little (9–13/20 unique voice signatures; fixed with independent per-voice detune jitter on top of the master drift → 18–20/20) and the visualizer cost 17.4 ms a frame (a per-frame scaled halo blit, a full-screen reed overlay and per-frame text → pre-rendered and cropped, 0.41 ms). The other rounds fixed the MEASUREMENT: the ambience-balance capture raced the engine's 1.2 s bed ramp; the frogs check first listened in a band the frog stem doesn't occupy (its energy lives at 800–2500 Hz, measured), then raced the 26 s stem loop's own non-stationarity, then was contaminated by the reverb return, which bypasses the muted music bus — the final gate pauses the transport, drives the score's own exposed binding on an isolated handle, and verifies the layer gains before each full-loop capture. One further finding came from the rubric, not the numbers: the bed sat 17.5 dB under the score — too buried for a piece whose signature is the fen going quiet — and was raised. A late visual polish (a gradient edge vignette replacing hard-seamed rects) then reintroduced the draw-cost defect in a new costume — a fractional globalAlpha on one full-screen blit costs 13–17 ms in the software rasterizer while the same sprite at alpha 1 costs 0.25 ms — fixed by baking the strength into the sprite per menace bucket. The measurement lessons and the alpha trap shipped to platform guidance alongside the piece lessons.
| Measurement | Value | Method / conditions |
|---|---|---|
| Numeric audit | 38/38 checks, clean twice consecutively | Playwright + PCM tap across two browser sessions per run; ambience muted for composition fingerprints |
| Fix rounds to clean | 2 piece-side + 3 measurement-method + 1 rubric | every finding fixed in the round it was found; the fix-note above names them all |
| A vs B contrast | band cosine 0.72 · chroma 0.62 · centroid 827 → 2307 Hz | register + timbre contrast strong enough that the saturated-metric regime never appeared |
| A vs A′ | spectra saturated (bands 0.99) — set aside honestly | variation gated on the event stream: 10/10 choir-shadow pairs 3–4 semitones under the horn, register +12, rattle and G♭ pads only in A′ |
| Lull echo | 17 celesta–musicbox pairs, median lag 1.714 s — exactly 2 beats | event pairing at identical pitch |
| Bar period | 4.286 s measured — exactly 5/4 at ♩=70 | median inter-bar delta of event timestamps |
| Pursuit engine | 13.7 taiko/tom events per bar; bass pitch classes climb 2-3-3-4-4-5-5 | E natural exists in no other section |
| Ambience bed | 15.4 dB under (direct read) · 7.1 dB (same-bars subtraction) | the two estimators disagree — both inside the 3–30 dB bound, both reported; the subtraction amplifies capture variance |
| Frogs-inverse binding | frog band 18.4 → 9.2 (halves) · marsh band 2.3 → 4.1 (rises 1.8×) | isolated handle, layer gains verified at 0.45/0.304 → 0.125/0.577 before each full-loop capture |
| Worst player defect | 17.4 ms/frame draw cost before the fixes · 0.04 ms shipped | per-frame scaled halo blit + full-screen reed overlay + per-frame text, all pre-rendered now |
| SFX variation | 18–20/20 unique voice signatures per effect · onset thin-spectrum 0% | 20 triggers each; three effects started at 9–13/20 before per-voice jitter |
| Oscillators created | 0 | createOscillator spy across both audit sessions, playback + every SFX |
| Asset 404s | 0 | explicit gate — the audit's HTTP server counts every miss |
An asymmetric 5/4 held for 54 bars — fills, the lull's tacet bed and the pursuit all land barline-exact at 4.286 s a bar.
One menace parameter drives four stems AND the ambience mix — the marsh floor up, the frogs down. Horror scored as a system, not a stinger.
The celesta echoes the lullaby two beats behind; the choir shadows the horn two scale degrees below. Both verified by event pairing, not by ear.
The wraith stinger ducks the score hard; the heartbeat nudges it; the ward release stays gentle.
Swamp base + frogs + marsh low, prefetched — the platform's one unused texture, finally scene-cast correctly.
Deterministic under audit, alive in the player: seed = bar + 977 × loop. The re-seed is itself a numbered gate.