m3te sound effects
==================

Every cue is a real, free-licensed (CC0 1.0, public domain) sound effect from
Kenney (www.kenney.nl), processed to the format iOS System Sound Services loads
directly via audio.sx: WAVE / mono / 44100 Hz / signed-16-bit PCM. The whole
bank is peak-normalized to a quiet -9 dBFS (System Sound Services has no runtime
volume, so loudness is baked into the file) — measurably quieter and cleaner
than the previous synthesized bank.

CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/

Per-file provenance
-------------------

swap.wav    — "pluck_002" from Kenney "Interface Sounds" (CC0)
              https://kenney.nl/assets/interface-sounds
match.wav   — "confirmation_002" from Kenney "Interface Sounds" (CC0)
              https://kenney.nl/assets/interface-sounds
win.wav     — "powerUp7" from Kenney "Digital Audio" (CC0)
              https://kenney.nl/assets/digital-audio
lose.wav    — "minimize_006" from Kenney "Interface Sounds" (CC0)
              https://kenney.nl/assets/interface-sounds

combo1.wav .. combo5.wav — "glass_001" from Kenney "Interface Sounds" (CC0)
              https://kenney.nl/assets/interface-sounds
              The single glass-bell sample is pitch-laddered up a pentatonic run
              (0, +2, +4, +7, +9 semitones) by real resample DSP (ffmpeg
              asetrate/aresample), so the cascade cue ascends in pitch with
              cascade depth. Measured fundamentals (tools/measure_pitch.py):
              combo1 1918, combo2 2153, combo3 2416, combo4 2874, combo5 3226 Hz
              (combo1 < .. < combo5, ascending).

clear.wav   — "confirmation_001" from Kenney "Interface Sounds" (CC0)
              https://kenney.nl/assets/interface-sounds
              Not loaded by the shipped game; kept as a CC0 reference clip.

Processing
----------

Sources downloaded as the official Kenney CC0 .ogg packs and converted with
ffmpeg (decode + mono + 44100 Hz + peak-normalize to -9 dBFS; combos additionally
pitch-shifted), then re-wrapped to the canonical WAVE/LEI16 container with
afconvert. The shipped game never runs any build tool; it only loads the
finished WAVs. (tools/synth_audio.py is the now-unused historical synth tool
that produced the previous bank.)
