Merge branch 'flow/m3te/P10.8' into m3te-plan
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@@ -1,100 +1,72 @@
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m3te sound effects
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==================
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Every shipped cue is a REAL, FREE-licensed sound effect (all CC0 1.0 / public
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domain), chosen and processed to EVOKE a sweet, juicy, tactile candy-game feel.
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The nine shipped cues (swap, match, combo1..5, win, lose) are best-fit
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selections from the user-provided "Triple Treat SFX" pack
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(Triple_Treat_SFX.zip, ~30 MB, 280 files, Unity-style with .meta sidecars),
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chosen per game event and converted for the candy match-3 feel (P10.8).
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>>> NONE of these are ripped from Candy Crush or any King-owned audio. They are
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>>> independent CC0 assets that merely evoke a similar candy/jelly character.
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>>> The full pack is NOT committed — only the selected, converted cues live
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>>> here. The pack was supplied directly by the user for this game; its source
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>>> archive is Triple_Treat_SFX.zip (kept outside the repo, in ~/Downloads).
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All files are delivered in exactly the format iOS System Sound Services loads
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directly via audio.sx: WAVE / mono / 44100 Hz / signed-16-bit PCM.
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directly via audio.sx: WAVE / mono / 44100 Hz / signed-16-bit PCM. The pack's
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sources are 24-bit / 48 kHz / stereo; each was down-mixed to mono, trimmed to
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its punchy window, peak-normalized, and re-wrapped to the canonical container.
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The bank is deliberately SOFT and GENTLE (P10.7 softening pass, see "Softening"
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below): every cue eases in instead of snapping, the brittle top end is rolled
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off for a warm rounded tone, and loudness is dialed well down. System Sound
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Services has no runtime volume, so loudness is baked into the file: the bank
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peaks at a quiet -15.5 dBFS, with the swap blip and the lose "aww" softer still
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at -17.5 dBFS.
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The bank is deliberately GENTLE (the user rejected aggressive SFX twice): every
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cue is peak-normalized to a quiet, consistent -15 dBFS, eases in with a short
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fade to tame the attack transient, and rounds out with a cosine fade-out tail.
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The pack's candy character is preserved — the cues are not re-synthesized.
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Licenses
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--------
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CC0 1.0 (public domain): https://creativecommons.org/publicdomain/zero/1.0/
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Versilian Community Sample Library (VCSL), CC0: https://github.com/sgossner/VCSL
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Freesound (per-sound CC0, links below): https://freesound.org
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Provenance: the user-provided "Triple Treat SFX" pack
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-----------------------------------------------------
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Each cue below names the EXACT source file within the pack it was selected from
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(paths relative to the pack's "Triple Treat SFX/" root). Because the pack came
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from the user for this game, no external license was hunted; provenance is the
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supplied Triple_Treat_SFX.zip.
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Per-file provenance & candy character
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-------------------------------------
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swap.wav — soft, light SWIPE matching the swap gesture (fires on every swipe,
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so kept subtle). Distinct timbre from the candy pops.
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Source: Transition SFX/Swipe FX 1-RCM.wav
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Trimmed to the swipe body (~0.44 s), faded, peak-normalized -15 dBFS.
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swap.wav — soft, light blip/bubble.
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Freesound "Pop 01" (#506546) by LilMati — CC0.
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https://freesound.org/people/LilMati/sounds/506546/
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Trimmed to the single pop (~89 ms), faded, peak-normalized.
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match.wav — bright, juicy candy POP (the satisfying first-clear reward).
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Source: Pop:Bubble SFX/Pop FX 5-RCM.wav
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Trimmed to the single pop (~0.44 s), faded, peak-normalized -15 dBFS.
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match.wav — bright, juicy candy POP (the "tasty" match reward).
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Freesound "Cartoon Pop" (#741368) by Mish7913 — CC0.
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https://freesound.org/people/Mish7913/sounds/741368/
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Trimmed to the single pop (~260 ms), faded, peak-normalized.
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combo1..5.wav — the candy-cascade ladder: ONE clean pop pitch-laddered up a
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major-pentatonic run (+0/+2/+4/+7/+9 semitones) so deeper cascades
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pop higher. The pack's Match FX set does NOT ascend monotonically,
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so a single good pop was real-resample pitch-shifted instead.
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Source: Pop:Bubble SFX/Pop FX 3-RCM.wav
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Real DSP (linear-interpolation resample) per step; trimmed
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(~0.36 s down to ~0.21 s as pitch rises), faded, peak-normalized
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-15 dBFS. Measured fundamentals (tools/measure_pitch.py), strictly
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ascending:
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combo1 687 Hz < combo2 771 < combo3 865 < combo4 1029 < combo5 1155
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combo1..5.wav — warm, sweet MARIMBA mallet notes ascending a C-major pentatonic
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(C5 D5 E5 G5 A5) — the candy-cascade sparkle, warm not glassy.
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Source: VCSL "Marimba" single note F5 (med velocity) — CC0.
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github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Marimba
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The one marimba note is real-resample pitch-laddered (ffmpeg
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asetrate/aresample) to C5/D5/E5/G5/A5, trimmed (~280 ms), faded,
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peak-normalized. Measured dominant partials (tools/measure_pitch.py),
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strictly ascending:
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combo1 1045 Hz < combo2 1173 < combo3 1317 < combo4 1566 < combo5 1758
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(these are the marimba's strong ~2x partial; perceived pitch is
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one octave lower: C5 523 .. A5 880.)
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win.wav — short, triumphant POWER-UP cue (level won).
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Source: Success:Power-Up SFX/Power Up FX 1-RCM.wav
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Trimmed to the front-loaded body (~0.60 s), faded, peak-normalized
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-15 dBFS.
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win.wav — short, sugary, triumphant GLOCKENSPIEL bell fanfare.
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Source: VCSL "Glockenspiel" notes C5 + G5 + C6 (med velocity) — CC0.
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github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Glockenspiel
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The three real bell notes are trimmed and sequenced into an
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ascending C5->G5->C6 arpeggio (ffmpeg adelay/amix), ~580 ms,
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faded, peak-normalized.
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lose.wav — soft, gentle, descending "aww" (not a buzzer).
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Source: VCSL "Marimba" notes B4 + G4 (med velocity) — CC0.
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github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Marimba
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The two real marimba notes are sequenced into a gentle descending
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B4->G4 gesture (ffmpeg adelay/amix), ~490 ms, faded, normalized to
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the softer -17.5 dBFS.
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lose.wav — soft, gentle tonal FAIL (level lost) — not boomy or harsh.
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Source: Fail SFX/Fail FX 2-RCM.wav
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Trimmed to the body (~0.58 s) with a long cosine fade-out, peak-
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normalized -15 dBFS.
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clear.wav — "confirmation_001" from Kenney "Interface Sounds" (CC0).
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https://kenney.nl/assets/interface-sounds
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NOT loaded by the shipped game; kept as a CC0 reference clip.
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NOT loaded by the shipped game; kept as a CC0 reference clip
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(tools/measure_pitch.py uses its ~784 Hz fundamental as a baseline).
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Processing
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----------
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Sources downloaded as their original CC0 files (VCSL .wav notes from GitHub;
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Freesound CC0 high-quality previews). Each cue was decoded, down-mixed to mono,
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trimmed to its transient, optionally pitch-shifted / sequenced with real ffmpeg
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DSP (asetrate/aresample, adelay/amix, afade), peak-normalized, and re-wrapped to
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the canonical WAVE/LEI16/44100/mono container with afconvert. The shipped game
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never runs any build tool; it only loads the finished WAVs.
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Softening (P10.7)
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-----------------
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The candy CHARACTER of the P10.6 bank was right but still hit too hard, so each
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finished cue was re-processed with real ffmpeg DSP — no re-synthesis, same CC0
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sources — to be SOFT and GENTLE:
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1. Onset eased in — a short qsin fade-in (8-14 ms) tames the attack transient
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so pops "bloop" instead of "snap".
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2. Highs rolled off — a warm two-pole low-pass (2.6 kHz swap/lose, 3.0 kHz
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match/combo, 3.6 kHz win) removes the brittle/edgy top
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end. Spectral centroid drops roughly 40-60% per cue; the
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> 4 kHz energy fraction collapses (e.g. win 76% -> 28%,
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combos ~10% -> <1%). The win keeps a little glockenspiel
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sparkle by design; everything else is rounded right down.
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3. Loudness lowered — re-normalized to the soft -15.5 / -17.5 dBFS targets
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above (down from ~-9 / -12 dBFS), lowering BOTH peak and
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RMS on every cue, then re-wrapped with afconvert.
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The cascade ladder is preserved: combo1..5 still ascend in fundamental pitch
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(measured dominant partials unchanged at 1045 < 1173 < 1317 < 1566 < 1758 Hz,
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all below the 3.0 kHz low-pass corner). A short qsin fade-out rounds each tail.
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Each chosen pack cue was decoded, down-mixed to mono, trimmed to its transient
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window, optionally pitch-shifted with real resample DSP (combos only), eased in
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with a short fade and rounded out with a cosine fade-out, peak-normalized to
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-15 dBFS, and re-wrapped to the canonical WAVE/LEI16/44100/mono container with
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afconvert. The shipped game never runs any build tool; it only loads the
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finished WAVs. The 30 MB pack and its .meta / __MACOSX cruft are not committed.
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