From cf6afa5c3a72d3202e93918078e96c95ca79175a Mon Sep 17 00:00:00 2001 From: Andre Date: Sat, 21 Mar 2026 16:54:04 +0100 Subject: [PATCH] Optimierter SFX Workflow mit 3 Presets aus AudioGen Doku MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Drei vorkonfigurierte Pipelines (jeweils mit Upsample + Preview): - Attacken/Hits: 1.5s, temp 0.8, cfg 4.5 (scharf, präzise) - Fähigkeiten/Spells: 2.5s, temp 1.0, cfg 3.5 (Variation) - Ambient/Umgebung: 8s, temp 1.0, cfg 3.0 (organisch) Nur Attack-Pipeline aktiv, Rest gemutet. Mit M umschalten. Note-Node mit komplettem Parameter-Guide aus Meta Doku. Co-Authored-By: Claude Opus 4.6 --- comfyui-audio/workflow_sfx_optimized.json | 215 ++++++++++++++++++++++ 1 file changed, 215 insertions(+) create mode 100644 comfyui-audio/workflow_sfx_optimized.json diff --git a/comfyui-audio/workflow_sfx_optimized.json b/comfyui-audio/workflow_sfx_optimized.json new file mode 100644 index 0000000..96f8363 --- /dev/null +++ b/comfyui-audio/workflow_sfx_optimized.json @@ -0,0 +1,215 @@ +{ + "last_node_id": 13, + "last_link_id": 9, + "nodes": [ + { + "id": 1, + "type": "AudioGen", + "pos": [50, 100], + "size": {"0": 420, "1": 330}, + "flags": {}, + "order": 0, + "mode": 0, + "inputs": [], + "outputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "links": [1], "slot_index": 0} + ], + "properties": {"Node name for S&R": "AudioGen"}, + "widgets_values": [ + "fast metal sword swing whoosh close range", + 1.5, + 0, + "fixed", + 0.8, + 4.5, + 200 + ] + }, + { + "id": 2, + "type": "AudioUpsample", + "pos": [520, 100], + "size": {"0": 280, "1": 120}, + "flags": {}, + "order": 1, + "mode": 0, + "inputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "link": 1} + ], + "outputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "links": [2], "slot_index": 0} + ], + "properties": {"Node name for S&R": "AudioUpsample"}, + "widgets_values": [48000] + }, + { + "id": 3, + "type": "AudioPreview", + "pos": [850, 100], + "size": {"0": 250, "1": 80}, + "flags": {}, + "order": 2, + "mode": 0, + "inputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "link": 2} + ], + "outputs": [], + "properties": {"Node name for S&R": "AudioPreview"}, + "widgets_values": [] + }, + { + "id": 4, + "type": "AudioGen", + "pos": [50, 530], + "size": {"0": 420, "1": 330}, + "flags": {}, + "order": 3, + "mode": 2, + "inputs": [], + "outputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "links": [3], "slot_index": 0} + ], + "properties": {"Node name for S&R": "AudioGen"}, + "widgets_values": [ + "magical energy charging electric crackling buildup impact", + 2.5, + 0, + "fixed", + 1.0, + 3.5, + 250 + ] + }, + { + "id": 5, + "type": "AudioUpsample", + "pos": [520, 530], + "size": {"0": 280, "1": 120}, + "flags": {}, + "order": 4, + "mode": 2, + "inputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "link": 3} + ], + "outputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "links": [4], "slot_index": 0} + ], + "properties": {"Node name for S&R": "AudioUpsample"}, + "widgets_values": [48000] + }, + { + "id": 6, + "type": "AudioPreview", + "pos": [850, 530], + "size": {"0": 250, "1": 80}, + "flags": {}, + "order": 5, + "mode": 2, + "inputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "link": 4} + ], + "outputs": [], + "properties": {"Node name for S&R": "AudioPreview"}, + "widgets_values": [] + }, + { + "id": 7, + "type": "AudioGen", + "pos": [50, 960], + "size": {"0": 420, "1": 330}, + "flags": {}, + "order": 6, + "mode": 2, + "inputs": [], + "outputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "links": [5], "slot_index": 0} + ], + "properties": {"Node name for S&R": "AudioGen"}, + "widgets_values": [ + "wind blowing through dark stone dungeon corridor echoing", + 8.0, + 0, + "fixed", + 1.0, + 3.0, + 250 + ] + }, + { + "id": 8, + "type": "AudioUpsample", + "pos": [520, 960], + "size": {"0": 280, "1": 120}, + "flags": {}, + "order": 7, + "mode": 2, + "inputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "link": 5} + ], + "outputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "links": [6], "slot_index": 0} + ], + "properties": {"Node name for S&R": "AudioUpsample"}, + "widgets_values": [48000] + }, + { + "id": 9, + "type": "AudioPreview", + "pos": [850, 960], + "size": {"0": 250, "1": 80}, + "flags": {}, + "order": 8, + "mode": 2, + "inputs": [ + {"name": "audio_file", "type": "AUDIO_PATH", "link": 6} + ], + "outputs": [], + "properties": {"Node name for S&R": "AudioPreview"}, + "widgets_values": [] + }, + { + "id": 10, + "type": "Note", + "pos": [1150, 100], + "size": {"0": 520, "1": 820}, + "flags": {}, + "order": 9, + "mode": 0, + "inputs": [], + "outputs": [], + "properties": {}, + "widgets_values": ["=== AudioGen SFX Guide (Meta Doku) ===\n\nModell: facebook/audiogen-medium (1.5B)\nTrainiert auf: 10s Segmente, 16kHz\nTrainingsdaten: Sonniss Game Effects,\n BBC SFX, AudioSet, AudioCaps u.a.\n\n--- Parameter pro SFX-Typ ---\n\nAttacken / Hits (1-2s):\n temperature 0.7 - 0.8\n cfg_coef 4.0 - 5.0\n top_k 150 - 200\n → scharf, praezise, wiederholbar\n\nFaehigkeiten / Spells (2-3s):\n temperature 0.9 - 1.0\n cfg_coef 3.0 - 4.0\n top_k 200 - 250\n → etwas mehr Variation erlaubt\n\nAmbient / Umgebung (5-10s):\n temperature 1.0 - 1.2\n cfg_coef 3.0\n top_k 250\n → natuerlich, organisch\n\nUI Sounds (0.5-1s):\n temperature 0.7\n cfg_coef 5.0\n top_k 150\n → kurz, knackig, konsistent\n\n--- Allgemeine Parameter ---\n\ntemperature:\n < 0.8 = fokussiert, deterministisch\n 1.0 = Standard, ausgewogen\n > 1.2 = mehr Variation, organischer\n\ncfg_coef:\n 3.0 = Standard (gut getestet)\n 4-5 = staerkere Prompt-Treue\n > 7 = Artefakte moeglich\n\ntop_k:\n 150 = eingeschraenkt, praezise\n 250 = Standard, gute Balance\n > 300 = zu viele Moeglichkeiten\n\nduration:\n Max Qualitaet bei <= 10s (Training)\n > 10s nutzt Sliding Window (Naehte)\n\n--- Prompt Aufbau ---\n\nSchema: [Aktion] [Material] [Detail] [Ort]\n\nBeispiele:\n heavy metal sword striking stone shield\n wooden door creaking open slowly dungeon\n fire crackling campfire burning wood\n metal chains rattling on stone floor\n footsteps echoing in stone corridor\n glass shattering breaking impact\n\nTipps:\n - Physikalisch beschreiben\n - Material + Groesse + Geschwindigkeit\n - Umgebung/Akustik angeben\n - Englisch (Trainingsdaten)\n - Kurz: 5-10 Woerter\n - 'sound effect' am Ende hilft\n - KEINE Musik-Begriffe\n - KEINE Vocals (nicht trainiert)\n\n--- Workflow Tipps ---\n\n - 3-5x generieren, bestes waehlen\n - Immer Upsample auf 48kHz\n - Verschiedene Seeds probieren\n - Mute (M) fuer inaktive Pipelines"] + } + ], + "links": [ + [1, 1, 0, 2, 0, "AUDIO_PATH"], + [2, 2, 0, 3, 0, "AUDIO_PATH"], + [3, 4, 0, 5, 0, "AUDIO_PATH"], + [4, 5, 0, 6, 0, "AUDIO_PATH"], + [5, 7, 0, 8, 0, "AUDIO_PATH"], + [6, 8, 0, 9, 0, "AUDIO_PATH"] + ], + "groups": [ + { + "title": "Attacken / Hits (1-2s) — temp 0.8, cfg 4.5", + "bounding": [30, 65, 1100, 420], + "color": "#5a1a1a", + "font_size": 14 + }, + { + "title": "Faehigkeiten / Spells (2-3s) — temp 1.0, cfg 3.5 [MUTED]", + "bounding": [30, 495, 1100, 420], + "color": "#1a3a5a", + "font_size": 14 + }, + { + "title": "Ambient / Umgebung (5-10s) — temp 1.0, cfg 3.0 [MUTED]", + "bounding": [30, 925, 1100, 420], + "color": "#1a3a2a", + "font_size": 14 + } + ], + "config": {}, + "extra": {}, + "version": 0.4 +}