Move Sound Effects into its own top-level tab

Was a section tacked onto Pipeline Studio; Steve asked for it as a
separate tab instead to keep the existing tabs from getting crowded.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SN15Vxn4svKuhYxFsVtMJf
This commit is contained in:
steve-adminandClaude Sonnet 5 committed 2026-10-09 15:00:48 +00:00
1 parent f4e5b9e20a
commit 042c438b8d
1 file changed
+17 -18
+17 -18
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@@ -806,24 +806,6 @@ with gr.Blocks(title="Audio-demo pipeline studio") as demo:
save_char_btn = gr.Button("Save as new character (status: draft)") save_char_btn = gr.Button("Save as new character (status: draft)")
save_char_status = gr.Markdown() save_char_status = gr.Markdown()
with gr.Row():
with gr.Column():
gr.Markdown(
"## 5. Sound effects (MOSS-SoundEffect)\n"
"Text-only ambience/SFX generation - no reference audio or character "
"voice involved, a separate model from the voice pipeline above."
)
sfx_description = gr.Textbox(
label="Description",
placeholder=(
'e.g. "A door creaking open slowly, then closing with a soft thud." '
'or "A busy outdoor market with distant chatter and footsteps."'
),
lines=2,
)
sfx_btn = gr.Button("Generate sound effect", variant="primary")
sfx_audio = gr.Audio(label="Generated sound effect", type="filepath")
strip_btn.click(strip_vocals, inputs=[input_audio], outputs=[vocals_out, no_vocals_out]) strip_btn.click(strip_vocals, inputs=[input_audio], outputs=[vocals_out, no_vocals_out])
use_vocals_btn.click( use_vocals_btn.click(
use_as_reference, inputs=[vocals_out, history_state], use_as_reference, inputs=[vocals_out, history_state],
@@ -862,6 +844,23 @@ with gr.Blocks(title="Audio-demo pipeline studio") as demo:
inputs=[new_char_name, new_char_role, new_char_prose, gen_language, current_ref_audio, history_state], inputs=[new_char_name, new_char_role, new_char_prose, gen_language, current_ref_audio, history_state],
outputs=[save_char_status], outputs=[save_char_status],
) )
with gr.Tab("Sound Effects"):
gr.Markdown(
"# Sound effects (MOSS-SoundEffect)\n"
"Text-only ambience/SFX generation - a separate model from the "
"voice pipeline in Pipeline Studio, no reference audio or "
"character voice involved."
)
sfx_description = gr.Textbox(
label="Description",
placeholder=(
'e.g. "A door creaking open slowly, then closing with a soft thud." '
'or "A busy outdoor market with distant chatter and footsteps."'
),
lines=2,
)
sfx_btn = gr.Button("Generate sound effect", variant="primary")
sfx_audio = gr.Audio(label="Generated sound effect", type="filepath")
sfx_btn.click(generate_sound_effect, inputs=[sfx_description], outputs=[sfx_audio]) sfx_btn.click(generate_sound_effect, inputs=[sfx_description], outputs=[sfx_audio])
with gr.Tab("Characters"): with gr.Tab("Characters"):