Use case
Game audio: the NPC and the room, one render.
A voice line without its room sounds like a voice actor in a booth. Seed-Audio 1.0 renders the bark and the place together: the innkeeper with the fireplace, the market crowd with the vendors, the storm with nothing but weather. For prototyping it replaces a pipeline; for shipping it drafts the whole soundscape.
Hear three game moments
The prompt pattern that works
A medieval tavern in a fantasy game. A gruff dwarven innkeeper greets the player: 'Back again, adventurer? The usual corner table is yours.' Fireplace crackle, a lute in the corner, mugs clinking.- Anchor the world first. One sentence of place ("a medieval tavern in a fantasy game") tunes voice, effects and reverb together.
- Write barks as character + line. Species, temperament, then the quoted line. Rerun the same prompt for variations of the same bark.
- Ambience-only prompts make loops. Drop the speech entirely for environment beds; the rain take above is one prompt with "no speech" in it.
Honest notes for game teams
- Output is a mixed scene, not stems. If your engine needs separate voice and ambience buses, render them as separate takes (voice-only prompt, ambience-only prompt).
- Takes cap at 2 minutes; loop or chain for longer beds.
- No streaming API, so runtime dynamic dialogue is out of scope today. Batch-render your lines at build time.
Prototype a scene from your design doc
Paste a location description from your GDD into the playground and hear it. The prompt grammar guide covers cue sheet structure for multi-character scenes.