u/ScubaElf

▲ 3 r/SunoAI

So this weird thing seems to work suddenly... Community Challenge?

Normally I find something like this that works then I look for variations and until I see a more noticeable difference, like I did with Is_MAX_MODE: MAX, it turned out to be mostly dependant on the last (MAX). No idea why. But I found another weird quirky thing that works really good compared to the "plain" way. All I did was

[{Alternate Melody}]

And it actually works pretty consistently (I place it at the very top of the lyrics box which seems to work better... Strange. But my ideas with finding one thing like that which works, ends up being a pretty narrow scope, so I kinda wanted to see if anyone else would be willing to tinker with the [{Alternate Melody}] style setup just using [{ }] and see if someone just happens to try something I wouldn't have thought of and get consistent effect out of it... Community Challenge?

reddit.com
u/ScubaElf — 7 hours ago
▲ 59 r/SunoAI

WARNING: TuneCore just terminated my entire catalog for "AI Generation" (Even with proof I wrote the songs in 2016)

Just a massive heads-up for anyone here using Suno to mix, master, or enhance music you actually wrote. TuneCore just nuked my entire catalog and terminated my publishing agreement for "AI-generated content." Here is the kicker: I didn’t prompt these songs out of thin air. I wrote them. I used Suno strictly as a production tool; essentially a 1-click mixing and mastering process to bring my existing acoustic tracks to life. I actually have the original acoustic sessions and timestamped Facebook posts of me playing these exact songs from 2016 to 2019. I forced an appeal and sent TuneCore a drive full of my original raw audio files and receipts proving I own the underlying composition. It made absolutely zero difference. The problem we are facing right now is that platforms like TuneCore aren't using an AI identifier (to verify who actually holds the copyright, wrote the lyrics, or composed the melody). They are using an AI detector. Their automated bots just scan the spectral frequencies of the master audio file, find Suno’s rendering artifacts, and immediately drop the hammer on your account. So if you are like me and using Suno as a legitimate tool to process your existing, original music, be extremely careful. Because these automated detectors cannot tell the difference between a prompted song and a human-written song processed through AI. To their bots, we are all just indiscriminate targets. They don't care if you have the receipts from a decade ago; if Suno touched the final master file, they will flag your account, terminate your agreement, and threaten to hold your royalties. Watch your backs.

reddit.com
u/ScubaElf — 12 days ago
▲ 2 r/SunoAI

Realism Showcase: Live Concert & Garage Practice

Here's two realism showcase pieces using the identical prompt and slider settings which are (Weird 50%, Style 100%, Influence 100%)

Garage Practice:

https://suno.com/s/KKgztqtxYoQzl0Jd

Live Concert:

https://suno.com/s/Vtk5hIBzlQQCQdrH

Prompt:

Full band recorded together in the same room in one take, PLAYED TOGETHER IN REAL TIME, natural mic bleed, real room reflections, genuine band interaction, raw energy, honest unpolished recording, NATURAL HUMAN PHRASING, HUMAN CADENCE, one-take full-band cut in the room together, IN-PERSON CAPTURE, natural mic bleed, room reflections, human timing, shared groove, raw capture, honest recording, UNACCOMPANIED Genuine player interaction, natural mic bleed, real room reflections, unpolished recording in a large room. Real human male voice, chest resonance, breath detail, lifelike tone. Close-mic'd, dry, believable delivery.
u/ScubaElf — 1 month ago
▲ 29 r/GeneratedGrooves+1 crossposts

Here’s a continuation of my last post. These are sections of prompts I’ve been testing out, mostly in the text-description style rather than just pure tag stacking.

The idea is to build reusable “pressure points” for different kinds of sound: low-fidelity realism, tape texture, room distance, human timing, room reflections, hiss/noise floor.

At the end of this section, I’m including my favorite “Frankenstein” prompt I ended up with through all the testing.

These are not meant to all be used at once. They’re sections to mix, stack, repeat, and test depending on what you’re trying to force.

Low-Fidelity Realism / Artifact Layer

believable low-fidelity realism
low-fidelity room realism
rough analog realism
unfinished worktape realism
private demo realism
raw in-room realism
rough reference take
unmastered worktape feel
unpolished sound
raw honest capture
rough acoustic file
worn demo texture

Tape / Analog Texture

dusty tape grain
worn analog texture
soft tape saturation
faint console grain
old tape edge
subtle tape smear
aged tape warmth
soft analog compression
faint cassette-style grain
slightly worn tape surface
uneven analog texture
low-level tape movement

Hiss / Noise Floor

constant high-end noise floor
fine background tape hiss
steady room hiss
faint preamp hiss
thin broadband hiss
high-frequency air hiss
hiss bed behind the voice
noise floor stays through the whole take
soft hiss under the full track
steady high-frequency hiss layer
background hiss never drops out

Room Perspective / Distance

heard from across the room
far-side room perspective
distant in-room perspective
room-first sound
heard through the room first
voice reaches the listener through reflections
guitar reaches the listener through the room
more room than person
far away in the room
partly buried in reflections
distant, hollow, off-axis
small in the room

Room Character

large untreated room
hard wall reflections
real room reflections
bouncing room tone
hollow room sound
floor reflections
ceiling reflections
wall slap
room slap
empty-room resonance
uneven room response
natural room decay
untreated room sound

Human Timing / Feel

played in real time
human push and pull
natural human phrasing
human cadence
imperfect timing
small timing drift
real hand movement
unrehearsed feel
natural tempo movement
loose human timing
organic push and pull
worked through in one take

One-Take / Continuity Anchors

single continuous take
one unedited take
same room sound from start to finish
same distant perspective through the ending
same rough quality through the final chord
the full track remains one man and one guitar
the room character never changes
the hiss bed stays under the entire take
the arrangement stays sparse through the ending
the capture never becomes polished

One Man / One Guitar Identity

one man with one acoustic guitar
one-man acoustic take
solo unaccompanied acoustic guitar
one person and one guitar
alone with one acoustic guitar
single acoustic guitar only
one-man country worktape
one-man acoustic demo
unaccompanied acoustic country take
plain acoustic worktape

Voice Description

real male voice
plain human male voice
rough natural male voice
dry untreated male voice
chest resonance
low chest register
weathered tone
tired rough delivery
natural human phrasing
unpolished delivery
real tone
small distant voice
hollow distant voice
off-axis room voice

Guitar Behavior

real acoustic guitar
thin bright pick attack
brittle pick sound
fret noise
string squeak
hand movement
guitar body resonance
softened body resonance from distance
uneven picking
natural pick dynamics
wood resonance
rough acoustic attack
unpolished guitar sound

Imperfection / Rough File Details

uneven level
slight level drift
automatic gain movement
reduced low end
narrow midrange
thin upper-mid edge
brittle high end
clipped pick attack
soft overload edge
rough digital edge
flattened detail
imperfect balance
unfinished file texture

Country / Worktape Identity

rough country worktape
one-man country demo
unfinished country idea
acoustic country scratch take
plainspoken country delivery
dusty country demo
back-room country worktape
raw acoustic country file
old country room sound
unpolished country take

In-Person / Room-Listening Angle

in-person room perspective
heard in the room while it happens
heard from the far side of the room
standing across the room while it happens
room-listening perspective
natural in-room sound
person-in-the-room realism
real space around the voice
real space around the guitar
sound moving through the room

Strong Continuity Anchors These are for trying to keep the model from suddenly “upgrading” the recording halfway through.

same one-man acoustic take through the ending
same rough room sound through the final chord
same distant room perspective for the full track
same hiss bed under the entire take
same untreated room character from start to finish
same unpolished worktape texture through the ending
full track remains one man with one unaccompanied acoustic guitar
full track remains a rough in-room acoustic worktape

Best Combined Cluster

One-man acoustic country worktape, heard from across a large untreated room. One man with one unaccompanied acoustic guitar, played in real time, distant in-room perspective, room-first sound, hollow reflections, uneven level, reduced low end, thin bright pick attack, fret noise, string squeak, human push and pull. Constant high-end noise floor, fine background tape hiss, dusty tape grain, worn analog texture, soft tape saturation, faint console grain, believable low-fidelity realism. Same rough room sound, same distant perspective, same one-man acoustic take through the final chord.

My Favorite So Far: The Frankenstein This is the bigger stacked version I ended up liking the most. It sounds like your recording a live performance from the perspective of the singer.

[MAX:MAX](MAX)
[Is_MAX_MODE:MAX](MAX)
RAW BAND RECORDING, UNMIXED SESSION, UNPROCESSED, FULL BAND IN ONE ROOM, REHEARSAL TAPE, 100% RAW PERFORMANCE
[REAL_BAND_ENERGY:MAX](MAX)
[REAL_DRUMS:MAX](MAX)
[REAL_BASS_GUITAR:MAX](MAX)
[HUMAN_MICRODETAIL:MAX](MAX)
[INSTRUMENT_BLEED:MAX](MAX)
[ROOM_AMBIENCE:MAX](MAX)
[NON_ISOLATED:MAX](MAX)
VERY LOUD ROOM SOUND, DRUMS SPILLING INTO THE MAIN VOICE MIC, EXTRA LOUD AND DETAILED LIKE A FIELD RECORDING, kick drum thump, snare rattle, guitar amp hum, stick clicks, floor vibrations, background studio chatter.
BAND IN REFLECTIVE SPACE, LOOSE NATURAL TIMING, UNPROCESSED SIGNAL, RAW DYNAMICS, ROUGH EDGES LEFT IN, HUMAN PUSH AND PULL, UNPOLISHED ROOM ENERGY.
[RAW_CAPTURE:MAX](MAX)
[UNPOLISHED_SESSION:MAX](MAX)
[PHYSICALLY_PRESENT:MAX](MAX)
dusty tape grain, worn analog texture, heavy magnetic saturation, gritty 70s, studio warmth, slight analog smear, low-fidelity realism, loud tape hiss and static.

Stronger Weight Multiplier Style Tags The following are tags I’ve been testing in the same general style as "Is_MAX_MODE: MAX", especially with stronger-looking weight multipliers.

[REAL_VOICE: ULTRA](FORCE)
[REAL_VOICE: EXTREME](FORCE)
[REAL_VOICE: MAX](FORCE)

[REAL_MALE_VOICE: ULTRA](FORCE)
[REAL_MALE_VOICE: EXTREME](FORCE)
[REAL_MALE_VOICE: MAX](FORCE)

[HUMAN_MICRODETAIL: ULTRA](FORCE)
[HUMAN_MICRODETAIL: EXTREME](FORCE)
[HUMAN_MICRODETAIL: MAX](FORCE)

[REAL_INSTRUMENTS: ULTRA](FORCE)
[REAL_INSTRUMENTS: EXTREME](FORCE)
[REAL_INSTRUMENTS: MAX](FORCE)

[REAL_ACOUSTIC_GUITAR: ULTRA](FORCE)
[REAL_ACOUSTIC_GUITAR: EXTREME](FORCE)
[REAL_ACOUSTIC_GUITAR: MAX](FORCE)

[REAL_RECORDING: ULTRA](FORCE)
[REAL_RECORDING: EXTREME](FORCE)
[REAL_RECORDING: MAX](FORCE)

[REAL_ROOM: ULTRA](FORCE)
[REAL_ROOM: EXTREME](FORCE)
[REAL_ROOM: MAX](FORCE)

[REAL_PRESENCE: ULTRA](FORCE)
[REAL_PRESENCE: EXTREME](FORCE)
[REAL_PRESENCE: MAX](FORCE)

[NATURAL_MIC_BLEED: ULTRA](FORCE)
[NATURAL_MIC_BLEED: EXTREME](FORCE)
[NATURAL_MIC_BLEED: MAX](FORCE)

[PHYSICALLY_PRESENT: ULTRA](FORCE)
[PHYSICALLY_PRESENT: EXTREME](FORCE)
[PHYSICALLY_PRESENT: MAX](FORCE)

Tag Variant Library These are variants I’ve been collecting and testing. Some are more useful than others depending on what you’re trying to force. I wouldn’t throw the entire list into one prompt. I’d pick clusters. Max Mode / Realism

[Is_MAX_MODE: MAX](MAX)
[Is_MAX_MODE: MAX](ULTRA)
[Is_MAX_MODE: MAX](EXTREME)

[MAX_MODE: MAX](MAX)
[MAX_MODE: MAX](ULTRA)
[MAX_MODE: MAX](EXTREME)

[REALISM: MAX](MAX)
[REALISM: MAX](ULTRA)
[REALISM: MAX](EXTREME)

[ULTRA_REALISM: MAX](MAX)
[ULTRA_REALISM: MAX](ULTRA)
[ULTRA_REALISM: MAX](EXTREME)

[FULL_TRACK_REALISM: MAX](MAX)
[FULL_TRACK_REALISM: MAX](ULTRA)
[FULL_TRACK_REALISM: MAX](EXTREME)

Recording / Room / Presence

[REAL_RECORDING: MAX](MAX)
[REAL_RECORDING: MAX](ULTRA)
[REAL_RECORDING: MAX](EXTREME)

[REAL_STUDIO_RECORDING: MAX](MAX)
[REAL_STUDIO_RECORDING: MAX](ULTRA)
[REAL_STUDIO_RECORDING: MAX](EXTREME)

[REAL_PRESENCE: MAX](MAX)
[REAL_PRESENCE: MAX](ULTRA)
[REAL_PRESENCE: MAX](EXTREME)

[PHYSICALLY_PRESENT: MAX](MAX)
[PHYSICALLY_PRESENT: MAX](ULTRA)
[PHYSICALLY_PRESENT: MAX](EXTREME)

[RECORDED_IN_PERSON: MAX](MAX)
[RECORDED_IN_PERSON: MAX](ULTRA)
[RECORDED_IN_PERSON: MAX](EXTREME)

[IN_PERSON_CAPTURE: MAX](MAX)
[IN_PERSON_CAPTURE: MAX](ULTRA)
[IN_PERSON_CAPTURE: MAX](EXTREME)

[REAL_ROOM: MAX](MAX)
[REAL_ROOM: MAX](ULTRA)
[REAL_ROOM: MAX](EXTREME)

[ROOM_REFLECTIONS: MAX](MAX)
[ROOM_REFLECTIONS: MAX](ULTRA)
[ROOM_REFLECTIONS: MAX](EXTREME)

[NATURAL_ROOM_TONE: MAX](MAX)
[NATURAL_ROOM_TONE: MAX](ULTRA)
[NATURAL_ROOM_TONE: MAX](EXTREME)

Mic / Bleed / Capture

[NATURAL_MIC_BLEED: MAX](MAX)
[NATURAL_MIC_BLEED: MAX](ULTRA)
[NATURAL_MIC_BLEED: MAX](EXTREME)

[MIC_BLEED: MAX](MAX)
[MIC_BLEED: MAX](ULTRA)
[MIC_BLEED: MAX](EXTREME)

[CLOSE_MIC: MAX](MAX)
[CLOSE_MIC: MAX](ULTRA)
[CLOSE_MIC: MAX](EXTREME)

[REAL_CLOSE_MIC: MAX](MAX)
[REAL_CLOSE_MIC: MAX](ULTRA)
[REAL_CLOSE_MIC: MAX](EXTREME)

[ULTRA_CLOSE_MIC: MAX](MAX)
[ULTRA_CLOSE_MIC: MAX](ULTRA)
[ULTRA_CLOSE_MIC: MAX](EXTREME)

[DRY_MIC: MAX](MAX)
[DRY_MIC: MAX](ULTRA)
[DRY_MIC: MAX](EXTREME)

[RAW_MIC: MAX](MAX)
[RAW_MIC: MAX](ULTRA)
[RAW_MIC: MAX](EXTREME)

[REAL_MIC_CAPTURE: MAX](MAX)
[REAL_MIC_CAPTURE: MAX](ULTRA)
[REAL_MIC_CAPTURE: MAX](EXTREME)

Voice

[REAL_VOICE: MAX](MAX)
[REAL_VOICE: MAX](ULTRA)
[REAL_VOICE: MAX](EXTREME)

[ULTRA_REAL_VOICE: MAX](MAX)
[ULTRA_REAL_VOICE: MAX](ULTRA)
[ULTRA_REAL_VOICE: MAX](EXTREME)

[REAL_MALE_VOICE: MAX](MAX)
[REAL_MALE_VOICE: MAX](ULTRA)
[REAL_MALE_VOICE: MAX](EXTREME)

[ULTRA_REAL_MALE_VOICE: MAX](MAX)
[ULTRA_REAL_MALE_VOICE: MAX](ULTRA)
[ULTRA_REAL_MALE_VOICE: MAX](EXTREME)

[HUMAN_VOICE: MAX](MAX)
[HUMAN_VOICE: MAX](ULTRA)
[HUMAN_VOICE: MAX](EXTREME)

[HUMAN_MICRODETAIL: MAX](MAX)
[HUMAN_MICRODETAIL: MAX](ULTRA)
[HUMAN_MICRODETAIL: MAX](EXTREME)

[BREATH_DETAIL: MAX](MAX)
[BREATH_DETAIL: MAX](ULTRA)
[BREATH_DETAIL: MAX](EXTREME)

[CHEST_RESONANCE: MAX](MAX)
[CHEST_RESONANCE: MAX](ULTRA)
[CHEST_RESONANCE: MAX](EXTREME)

[LOW_REGISTER: MAX](MAX)
[LOW_REGISTER: MAX](ULTRA)
[LOW_REGISTER: MAX](EXTREME)

[BASS_BARITONE: MAX](MAX)
[BASS_BARITONE: MAX](ULTRA)
[BASS_BARITONE: MAX](EXTREME)

[BARITONE_MALE_VOICE: MAX](MAX)
[BARITONE_MALE_VOICE: MAX](ULTRA)
[BARITONE_MALE_VOICE: MAX](EXTREME)

[GRAVELLY_GRIT: MAX](MAX)
[GRAVELLY_GRIT: MAX](ULTRA)
[GRAVELLY_GRIT: MAX](EXTREME)

[NATURAL_DYNAMICS: MAX](MAX)
[NATURAL_DYNAMICS: MAX](ULTRA)
[NATURAL_DYNAMICS: MAX](EXTREME)

[BELIEVABLE_DELIVERY: MAX](MAX)
[BELIEVABLE_DELIVERY: MAX](ULTRA)
[BELIEVABLE_DELIVERY: MAX](EXTREME)

Instruments

[REAL_INSTRUMENTS: MAX](MAX)
[REAL_INSTRUMENTS: MAX](ULTRA)
[REAL_INSTRUMENTS: MAX](EXTREME)

[ULTRA_REAL_INSTRUMENTS: MAX](MAX)
[ULTRA_REAL_INSTRUMENTS: MAX](ULTRA)
[ULTRA_REAL_INSTRUMENTS: MAX](EXTREME)

[REAL_ACOUSTIC_GUITAR: MAX](MAX)
[REAL_ACOUSTIC_GUITAR: MAX](ULTRA)
[REAL_ACOUSTIC_GUITAR: MAX](EXTREME)

[ULTRA_REAL_ACOUSTIC_GUITAR: MAX](MAX)
[ULTRA_REAL_ACOUSTIC_GUITAR: MAX](ULTRA)
[ULTRA_REAL_ACOUSTIC_GUITAR: MAX](EXTREME)

[ACOUSTIC_GUITAR_PICK_ATTACK: MAX](MAX)
[ACOUSTIC_GUITAR_PICK_ATTACK: MAX](ULTRA)
[ACOUSTIC_GUITAR_PICK_ATTACK: MAX](EXTREME)

[FULL_STRUM_ACOUSTIC_GUITAR: MAX](MAX)
[FULL_STRUM_ACOUSTIC_GUITAR: MAX](ULTRA)
[FULL_STRUM_ACOUSTIC_GUITAR: MAX](EXTREME)

[DYNAMIC_PICKING: MAX](MAX)
[DYNAMIC_PICKING: MAX](ULTRA)
[DYNAMIC_PICKING: MAX](EXTREME)

[REAL_BASS: MAX](MAX)
[REAL_BASS: MAX](ULTRA)
[REAL_BASS: MAX](EXTREME)

[REAL_DRUMS: MAX](MAX)
[REAL_DRUMS: MAX](ULTRA)
[REAL_DRUMS: MAX](EXTREME)

[REAL_ELECTRIC_GUITAR: MAX](MAX)
[REAL_ELECTRIC_GUITAR: MAX](ULTRA)
[REAL_ELECTRIC_GUITAR: MAX](EXTREME)

[REAL_PIANO: MAX](MAX)
[REAL_PIANO: MAX](ULTRA)
[REAL_PIANO: MAX](EXTREME)

[REAL_ORGAN: MAX](MAX)
[REAL_ORGAN: MAX](ULTRA)
[REAL_ORGAN: MAX](EXTREME)

Band / Player Interaction

[REAL_BAND: MAX](MAX)
[REAL_BAND: MAX](ULTRA)
[REAL_BAND: MAX](EXTREME)

[REAL_PLAYER_INTERACTION: MAX](MAX)
[REAL_PLAYER_INTERACTION: MAX](ULTRA)
[REAL_PLAYER_INTERACTION: MAX](EXTREME)

[GENUINE_PLAYER_INTERACTION: MAX](MAX)
[GENUINE_PLAYER_INTERACTION: MAX](ULTRA)
[GENUINE_PLAYER_INTERACTION: MAX](EXTREME)

[HUMAN_TIMING: MAX](MAX)
[HUMAN_TIMING: MAX](ULTRA)
[HUMAN_TIMING: MAX](EXTREME)

[HUMAN_PUSH_AND_PULL: MAX](MAX)
[HUMAN_PUSH_AND_PULL: MAX](ULTRA)
[HUMAN_PUSH_AND_PULL: MAX](EXTREME)

[SHARED_GROOVE: MAX](MAX)
[SHARED_GROOVE: MAX](ULTRA)
[SHARED_GROOVE: MAX](EXTREME)

Raw / One-Take / In-Process

[RAW_CAPTURE: MAX](MAX)
[RAW_CAPTURE: MAX](ULTRA)
[RAW_CAPTURE: MAX](EXTREME)

[UNPOLISHED_RECORDING: MAX](MAX)
[UNPOLISHED_RECORDING: MAX](ULTRA)
[UNPOLISHED_RECORDING: MAX](EXTREME)

[ONE_TAKE_CAPTURE: MAX](MAX)
[ONE_TAKE_CAPTURE: MAX](ULTRA)
[ONE_TAKE_CAPTURE: MAX](EXTREME)

[IN_PROCESS_TRACKING: MAX](MAX)
[IN_PROCESS_TRACKING: MAX](ULTRA)
[IN_PROCESS_TRACKING: MAX](EXTREME)

[TRACKED_IN_PROCESS: MAX](MAX)
[TRACKED_IN_PROCESS: MAX](ULTRA)
[TRACKED_IN_PROCESS: MAX](EXTREME)

[LARGE_ROOM_CAPTURE: MAX](MAX)
[LARGE_ROOM_CAPTURE: MAX](ULTRA)
[LARGE_ROOM_CAPTURE: MAX](EXTREME)

[SMALL_VENUE_CAPTURE: MAX](MAX)
[SMALL_VENUE_CAPTURE: MAX](ULTRA)
[SMALL_VENUE_CAPTURE: MAX](EXTREME)

Tape / Analog

[TAPE_GRAIN: MAX](MAX)
[TAPE_GRAIN: MAX](ULTRA)
[TAPE_GRAIN: MAX](EXTREME)

[DUSTY_TAPE_GRAIN: MAX](MAX)
[DUSTY_TAPE_GRAIN: MAX](ULTRA)
[DUSTY_TAPE_GRAIN: MAX](EXTREME)

[ANALOG_TEXTURE: MAX](MAX)
[ANALOG_TEXTURE: MAX](ULTRA)
[ANALOG_TEXTURE: MAX](EXTREME)

[WORN_ANALOG_TEXTURE: MAX](MAX)
[WORN_ANALOG_TEXTURE: MAX](ULTRA)
[WORN_ANALOG_TEXTURE: MAX](EXTREME)

[SOFT_TAPE_SATURATION: MAX](MAX)
[SOFT_TAPE_SATURATION: MAX](ULTRA)
[SOFT_TAPE_SATURATION: MAX](EXTREME)

[WARM_ANALOG_SATURATION: MAX](MAX)
[WARM_ANALOG_SATURATION: MAX](ULTRA)
[WARM_ANALOG_SATURATION: MAX](EXTREME)

Mix / Master Direction

[NATURAL_MIX: MAX](MAX)
[NATURAL_MIX: MAX](ULTRA)
[NATURAL_MIX: MAX](EXTREME)

[REALISTIC_MIX: MAX](MAX)
[REALISTIC_MIX: MAX](ULTRA)
[REALISTIC_MIX: MAX](EXTREME)

[STUDIO_MIX: MAX](MAX)
[STUDIO_MIX: MAX](ULTRA)
[STUDIO_MIX: MAX](EXTREME)

[STUDIO_MASTER: MAX](MAX)
[STUDIO_MASTER: MAX](ULTRA)
[STUDIO_MASTER: MAX](EXTREME)

Preserve / Repair / Rebuild

[PRESERVE_MELODY: MAX](MAX)
[PRESERVE_MELODY: MAX](ULTRA)
[PRESERVE_MELODY: MAX](EXTREME)

[PRESERVE_STRUCTURE: MAX](MAX)
[PRESERVE_STRUCTURE: MAX](ULTRA)
[PRESERVE_STRUCTURE: MAX](EXTREME)

[PRESERVE_TEMPO: MAX](MAX)
[PRESERVE_TEMPO: MAX](ULTRA)
[PRESERVE_TEMPO: MAX](EXTREME)

[PRESERVE_ENERGY: MAX](MAX)
[PRESERVE_ENERGY: MAX](ULTRA)
[PRESERVE_ENERGY: MAX](EXTREME)

[PRESERVE_ARRANGEMENT: MAX](MAX)
[PRESERVE_ARRANGEMENT: MAX](ULTRA)
[PRESERVE_ARRANGEMENT: MAX](EXTREME)

[REPAIR_AUDIO: MAX](MAX)
[REPAIR_AUDIO: MAX](ULTRA)
[REPAIR_AUDIO: MAX](EXTREME)

[RESTORE_RECORDING: MAX](MAX)
[RESTORE_RECORDING: MAX](ULTRA)
[RESTORE_RECORDING: MAX](EXTREME)

[CLEAN_REPAIR: MAX](MAX)
[CLEAN_REPAIR: MAX](ULTRA)
[CLEAN_REPAIR: MAX](EXTREME)

[EXACT_REBUILD: MAX](MAX)
[EXACT_REBUILD: MAX](ULTRA)
[EXACT_REBUILD: MAX](EXTREME)

[FAITHFUL_RECREATION: MAX](MAX)
[FAITHFUL_RECREATION: MAX](ULTRA)
[FAITHFUL_RECREATION: MAX](EXTREME)

Phrasing / Delivery

[NATURAL_PHRASING: MAX](MAX)
[NATURAL_PHRASING: MAX](ULTRA)
[NATURAL_PHRASING: MAX](EXTREME)

[DYNAMIC_PHRASING: MAX](MAX)
[DYNAMIC_PHRASING: MAX](ULTRA)
[DYNAMIC_PHRASING: MAX](EXTREME)

[LEGATO_PHRASING: MAX](MAX)
[LEGATO_PHRASING: MAX](ULTRA)
[LEGATO_PHRASING: MAX](EXTREME)

[CONNECTED_PHRASING: MAX](MAX)
[CONNECTED_PHRASING: MAX](ULTRA)
[CONNECTED_PHRASING: MAX](EXTREME)

[SUSTAINED_HELD_NOTES: MAX](MAX)
[SUSTAINED_HELD_NOTES: MAX](ULTRA)
[SUSTAINED_HELD_NOTES: MAX](EXTREME)

[SMOOTH_NOTE_TRANSITIONS: MAX](MAX)
[SMOOTH_NOTE_TRANSITIONS: MAX](ULTRA)
[SMOOTH_NOTE_TRANSITIONS: MAX](EXTREME)

[SINGING_MELISMA: MAX](MAX)
[SINGING_MELISMA: MAX](ULTRA)
[SINGING_MELISMA: MAX](EXTREME)

[SLIDES_AND_SCOOPS: MAX](MAX)
[SLIDES_AND_SCOOPS: MAX](ULTRA)
[SLIDES_AND_SCOOPS: MAX](EXTREME)

[EXPRESSIVE_BENDS: MAX](MAX)
[EXPRESSIVE_BENDS: MAX](ULTRA)
[EXPRESSIVE_BENDS: MAX](EXTREME)

[CONTROLLED_GROWL: MAX](MAX)
[CONTROLLED_GROWL: MAX](ULTRA)
[CONTROLLED_GROWL: MAX](EXTREME)

[EMOTIONAL_RESTRAINT: MAX](MAX)
[EMOTIONAL_RESTRAINT: MAX](ULTRA)
[EMOTIONAL_RESTRAINT: MAX](EXTREME)

Genre / Style Anchors

[OUTLAW_COUNTRY: MAX](MAX)
[OUTLAW_COUNTRY: MAX](ULTRA)
[OUTLAW_COUNTRY: MAX](EXTREME)

[RED_DIRT_COUNTRY: MAX](MAX)
[RED_DIRT_COUNTRY: MAX](ULTRA)
[RED_DIRT_COUNTRY: MAX](EXTREME)

[NEO_TRADITIONAL_COUNTRY: MAX](MAX)
[NEO_TRADITIONAL_COUNTRY: MAX](ULTRA)
[NEO_TRADITIONAL_COUNTRY: MAX](EXTREME)

[AMERICANA: MAX](MAX)
[AMERICANA: MAX](ULTRA)
[AMERICANA: MAX](EXTREME)

[DARK_COUNTRY: MAX](MAX)
[DARK_COUNTRY: MAX](ULTRA)
[DARK_COUNTRY: MAX](EXTREME)

[COUNTRY_ROCK: MAX](MAX)
[COUNTRY_ROCK: MAX](ULTRA)
[COUNTRY_ROCK: MAX](EXTREME)

[BLUES_INFLUENCED: MAX](MAX)
[BLUES_INFLUENCED: MAX](ULTRA)
[BLUES_INFLUENCED: MAX](EXTREME)

That’s the current batch. The biggest thing I’m seeing is that the descriptive wording matters as much as the tag stack. The sections that seem to push hardest are the ones that describe a physical scene or a physical audio flaw: room reflections, tape grain, hiss bed, mic bleed, distance, human timing, and the recording staying the same all the way through. The theory is, prompt the same way the training data would have been described.

reddit.com
u/Macrosnail — 2 months ago