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Paused
Harden best-of-N selection: reject dropouts and squashed takes
Browse filesThe selection metric only scored loud-bursts and whole-tail silence, so two
failure modes that sound bad to a listener slipped through as clean:
- a brief mid-tail near-silent dropout (overall RMS stays high and max/median
stays low, so neither existing term fires) - an audible cut-out;
- dynamics/transient collapse - a perfectly tonal but squashed, attack-less
wash that low-flatness and loudness checks all green-light.
Add a sustained-dropout term and a crest-factor (peak/RMS) floor to the score,
raise the candidate pool to 5 and tighten early-accept to 3.5 so best-of-N keeps
searching past a merely-okay draw for a genuinely good one. Generation is
unchanged; only which draw is selected. Adds unit tests for all four failure
modes plus the natural-ending-taper false-positive guard.
- engine.py +57 -10
- test_engine_score.py +102 -0
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@@ -88,11 +88,21 @@ DEFAULT_CFG = 1.0 # distilled-model guidance; the prompt still conditions
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# Best-of-N: with a random seed each draw differs, so we generate a few and keep
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# the cleanest. Bounded so it never blows the ZeroGPU window.
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DEFAULT_CANDIDATES =
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GPU_BUDGET_SECONDS = 85.0 # stop drawing once this much wall-clock is spent
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# (the @spaces.GPU window is 120s; leave slack)
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EARLY_ACCEPT_SCORE =
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#
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MAX_TOTAL_SECONDS = 120 # SA3 Small duration cap (sample_size / sample_rate)
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MIN_NEW_SECONDS = 5 # below this a "continuation" isn't worth a GPU call
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MAX_LEAD_SECONDS = 30 # how much of the clip's TAIL to feed SA3 as run-up.
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@@ -215,18 +225,31 @@ def _tail_artifact_score(tail, sr=SR):
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"""Lower is better. A blind, ear-free quality score for a generated tail,
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used to pick the cleanest of several candidate draws.
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It targets the
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* "sporadic loud random synth noises" — even a FEW short windows far louder
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than the body push the loudest window way above the median. (After the
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whole-buffer peak-normalize, a burst that set the peak crushes the body,
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making the gap larger still.) Sustained dynamics rarely make any single
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50 ms window many times the median, so musical loudness doesn't trip it.
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* silence collapse — a near-silent tail
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Computed on a mono mix over short (~50 ms) windows. A flat, steady signal
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scores ~1;
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"""
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mono = tail.mean(axis=0) if tail.ndim == 2 else np.asarray(tail)
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mono = np.asarray(mono, dtype=np.float64)
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@@ -241,7 +264,31 @@ def _tail_artifact_score(tail, sr=SR):
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spikiness = loudest / median
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overall = float(np.sqrt(np.mean(mono ** 2)) + 1e-12)
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silence_penalty = 0.0 if overall > 0.02 else (0.02 - overall) * 200.0
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-
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def continue_audio(clip_path, total_seconds, prompt="", cfg_scale=DEFAULT_CFG,
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# Best-of-N: with a random seed each draw differs, so we generate a few and keep
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# the cleanest. Bounded so it never blows the ZeroGPU window.
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DEFAULT_CANDIDATES = 5 # how many draws to consider when no seed is pinned.
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# Raised from 3: the quality bar is the BEST draw, not
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# the first clean-ish one, and a fast H200 draw is
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# cheap. Early-accept + the GPU budget still short-
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# circuit when an early draw is already great.
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GPU_BUDGET_SECONDS = 85.0 # stop drawing once this much wall-clock is spent
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# (the @spaces.GPU window is 120s; leave slack)
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EARLY_ACCEPT_SCORE = 3.5 # a draw this clean is taken immediately, no re-draw.
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# Tightened from 4.0 so a merely-okay draw doesn't
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# short-circuit the search for a genuinely good one.
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DROPOUT_FLOOR = 0.12 # quietest sustained 0.2 s below this fraction of the
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# tail median counts as a mid-tail hole (re-draw it)
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CREST_FLOOR = 4.0 # peak/RMS below this is a squashed, transient-less
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# wash (real music here is ~6-8); penalize it
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CREST_SCALE = 1.5 # how hard a collapsed crest is penalized
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MAX_TOTAL_SECONDS = 120 # SA3 Small duration cap (sample_size / sample_rate)
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MIN_NEW_SECONDS = 5 # below this a "continuation" isn't worth a GPU call
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MAX_LEAD_SECONDS = 30 # how much of the clip's TAIL to feed SA3 as run-up.
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"""Lower is better. A blind, ear-free quality score for a generated tail,
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used to pick the cleanest of several candidate draws.
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+
It targets the four ways an SA3 draw goes bad:
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* "sporadic loud random synth noises" — even a FEW short windows far louder
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than the body push the loudest window way above the median. (After the
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whole-buffer peak-normalize, a burst that set the peak crushes the body,
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making the gap larger still.) Sustained dynamics rarely make any single
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50 ms window many times the median, so musical loudness doesn't trip it.
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* silence collapse — a near-silent WHOLE tail is caught by the loudness
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floor below (it keys off the tail's overall RMS).
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* mid-tail dropout — a brief near-silent HOLE inside an otherwise healthy
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tail. This is the gap the first terms miss: overall RMS stays high (so the
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silence floor never fires) and max/median stays low (so spikiness never
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fires), yet a listener plainly hears the music cut out for a beat. We
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detect it as a SUSTAINED quiet stretch — the quietest ~0.2 s envelope
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falling well below the median.
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* dynamics/transient collapse — a draw can be perfectly tonal and steady yet
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sound DULL and lifeless: its transients are smeared, so there's no attack,
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just a wall of mush. Flatness and loudness checks all read "clean". It
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shows up as a collapsed crest factor (peak/RMS): real music here sits at
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crest ~6-8, a squashed draw falls to ~2-3. We penalize a low crest so
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best-of-N prefers the punchy draw over the mushy one.
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Score = max/median + silence + dropout + dynamics penalties.
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Computed on a mono mix over short (~50 ms) windows. A flat, steady signal
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scores ~1; loud bursts, a crushed body, a mid-tail hole, or a smeared,
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transient-less wash all score high.
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"""
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mono = tail.mean(axis=0) if tail.ndim == 2 else np.asarray(tail)
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mono = np.asarray(mono, dtype=np.float64)
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spikiness = loudest / median
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overall = float(np.sqrt(np.mean(mono ** 2)) + 1e-12)
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silence_penalty = 0.0 if overall > 0.02 else (0.02 - overall) * 200.0
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# mid-tail dropout: smooth the window energies over ~0.2 s and find how far
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# the quietest SUSTAINED stretch falls below the median. Exclude the final
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# 0.5 s so a natural ending taper (which stitch fades anyway) isn't punished.
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# A clean tail's quietest 0.2 s sits ~0.15-0.4x the median -> no penalty; a
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# real hole drops to <0.1x -> a penalty large enough to lose the early-accept
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# and force another draw, so best-of-N rolls past the glitch.
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dropout_penalty = 0.0
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smooth = np.convolve(energies, np.ones(4) / 4.0, mode="valid")
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guard = int(0.5 / 0.05) # last 0.5 s of windows
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body = smooth[:-guard] if smooth.size > guard + 4 else smooth
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if body.size:
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dropout = float(np.min(body)) / median
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dropout_penalty = min(8.0, max(0.0, DROPOUT_FLOOR / max(dropout, 1e-3)
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- 1.0) * 2.0)
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# dynamics/transient collapse: crest = peak / RMS. The tail is peak-normalized
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# to ~1.0, so this is essentially 1/RMS — a squashed, attack-less wash reads
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# high RMS (low crest); a punchy, dynamic take reads low RMS (high crest).
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# Penalize only a clearly collapsed crest, so we never punish a naturally
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# dynamic draw.
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peak = float(np.abs(mono).max())
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crest = peak / overall
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crest_penalty = max(0.0, CREST_FLOOR - crest) * CREST_SCALE
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return spikiness + silence_penalty + dropout_penalty + crest_penalty
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def continue_audio(clip_path, total_seconds, prompt="", cfg_scale=DEFAULT_CFG,
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"""Unit tests for engine._tail_artifact_score — the best-of-N selection metric.
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The score is "lower is better"; a draw at or below EARLY_ACCEPT_SCORE is taken
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immediately, anything above forces another draw. These tests pin the four
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failure modes the metric must catch (loud burst, whole-tail silence, mid-tail
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dropout, dynamics/transient collapse) and confirm a clean, dynamic take passes.
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Synthetic signals only — no model, no GPU. All are peak-normalized to ~1.0, the
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state the score actually sees (engine peak-normalizes each draw before scoring).
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"""
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import numpy as np
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import types
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import sys
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sys.modules.setdefault("stable_audio_tools", types.ModuleType("stable_audio_tools"))
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import engine # noqa: E402
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SR = engine.SR
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DUR = 10.0
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def _norm(x):
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p = float(np.abs(x).max())
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return x / p if p > 0 else x
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def _stereo(x):
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return np.stack([x, x]).astype(np.float32)
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def _t():
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return np.arange(int(DUR * SR)) / SR
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def _clean_dynamic():
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"""A continuous tonal bed plus short transients: peak set by the transients,
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body level steady (no holes), so crest is high (~real music) and spikiness
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stays moderate — the take the metric should ACCEPT."""
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t = _t()
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bed = 0.12 * (np.sin(2 * np.pi * 220 * t)
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+ 0.6 * np.sin(2 * np.pi * 330 * t)
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+ 0.4 * np.sin(2 * np.pi * 440 * t))
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sig = bed.copy()
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w = int(0.005 * SR) # 5 ms transients every 0.5 s
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for c in range(int(0.4 * SR), len(sig), int(0.5 * SR)):
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env = np.hanning(2 * w)[:w]
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sig[c:c + w] += 0.7 * env * np.sin(2 * np.pi * 660 * t[c:c + w])
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return _norm(sig)
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def test_clean_dynamic_take_is_accepted():
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score = engine._tail_artifact_score(_stereo(_clean_dynamic()), SR)
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assert score <= engine.EARLY_ACCEPT_SCORE, score
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def test_loud_burst_is_rejected():
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sig = _clean_dynamic()
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c = int(5 * SR)
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sig[c:c + int(0.05 * SR)] *= 20 # a single loud spike
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score = engine._tail_artifact_score(_stereo(_norm(sig)), SR)
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assert score > engine.EARLY_ACCEPT_SCORE, score
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def test_whole_tail_silence_is_rejected():
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sig = _clean_dynamic() * 0.004 # below the 0.02 RMS floor
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score = engine._tail_artifact_score(_stereo(sig), SR)
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assert score > engine.EARLY_ACCEPT_SCORE, score
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def test_mid_tail_dropout_is_rejected():
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"""A clean take with a 0.5 s near-silent hole in the middle — healthy overall
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RMS and low spikiness, so only the dropout term can catch it."""
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sig = _clean_dynamic()
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sig[int(5.0 * SR):int(5.5 * SR)] *= 0.01
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score = engine._tail_artifact_score(_stereo(sig), SR)
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assert score > engine.EARLY_ACCEPT_SCORE, score
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def test_squashed_transientless_take_is_rejected():
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"""Dense, near-constant amplitude (crest collapses): tonal and steady, so
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every other term reads clean — only the crest term flags the mush."""
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t = _t()
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sig = np.tanh(5 * (np.sin(2 * np.pi * 220 * t)
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+ 0.8 * np.sin(2 * np.pi * 331 * t)
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+ 0.7 * np.sin(2 * np.pi * 440 * t)))
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score = engine._tail_artifact_score(_stereo(_norm(sig)), SR)
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assert score > engine.EARLY_ACCEPT_SCORE, score
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def test_natural_ending_taper_is_not_a_dropout():
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"""A clean take that simply fades over its final ~0.6 s must NOT be read as a
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dropout (stitch fades the end anyway); the back-guard protects it."""
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sig = _clean_dynamic()
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tail = sig[-int(0.6 * SR):]
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sig[-int(0.6 * SR):] = tail * np.linspace(1.0, 0.0, len(tail))
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score = engine._tail_artifact_score(_stereo(sig), SR)
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assert score <= engine.EARLY_ACCEPT_SCORE, score
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def test_too_short_tail_is_avoided():
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score = engine._tail_artifact_score(_stereo(np.zeros(int(0.01 * SR))), SR)
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assert score == float("inf")
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