Merge branch 'flow/m3te/P10.5' into m3te-plan
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@@ -1,31 +1,46 @@
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m3te sound effects
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==================
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clear.wav — "confirmation_001" from Kenney's Interface Sounds pack
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(www.kenney.nl), licensed CC0 1.0 (public domain):
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https://creativecommons.org/publicdomain/zero/1.0/
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Every cue is a real, free-licensed (CC0 1.0, public domain) sound effect from
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Kenney (www.kenney.nl), processed to the format iOS System Sound Services loads
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directly via audio.sx: WAVE / mono / 44100 Hz / signed-16-bit PCM. The whole
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bank is peak-normalized to a quiet -9 dBFS (System Sound Services has no runtime
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volume, so loudness is baked into the file) — measurably quieter and cleaner
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than the previous synthesized bank.
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Converted to mono 44.1 kHz signed-16-bit PCM WAV (afconvert) — the format
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iOS System Sound Services loads directly via audio.sx.
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CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/
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Per-file provenance
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-------------------
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Candy-vibe SFX bank (P10.1)
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---------------------------
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swap.wav — "pluck_002" from Kenney "Interface Sounds" (CC0)
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https://kenney.nl/assets/interface-sounds
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match.wav — "confirmation_002" from Kenney "Interface Sounds" (CC0)
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https://kenney.nl/assets/interface-sounds
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win.wav — "powerUp7" from Kenney "Digital Audio" (CC0)
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https://kenney.nl/assets/digital-audio
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lose.wav — "minimize_006" from Kenney "Interface Sounds" (CC0)
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https://kenney.nl/assets/interface-sounds
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swap.wav, match.wav, combo1.wav .. combo5.wav, win.wav, lose.wav
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combo1.wav .. combo5.wav — "glass_001" from Kenney "Interface Sounds" (CC0)
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https://kenney.nl/assets/interface-sounds
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The single glass-bell sample is pitch-laddered up a pentatonic run
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(0, +2, +4, +7, +9 semitones) by real resample DSP (ffmpeg
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asetrate/aresample), so the cascade cue ascends in pitch with
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cascade depth. Measured fundamentals (tools/measure_pitch.py):
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combo1 1918, combo2 2153, combo3 2416, combo4 2874, combo5 3226 Hz
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(combo1 < .. < combo5, ascending).
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Original works, synthesized from scratch for m3te by the project. No sampled
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or third-party audio. Released into the public domain under CC0 1.0:
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https://creativecommons.org/publicdomain/zero/1.0/
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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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Produced by the build-time tool tools/synth_audio.py (pure-Python stdlib
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additive synthesis: a glossy bell timbre — fundamental plus a few decaying
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partials and a detuned shimmer top, fast attack, exponential decay, onset
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pitch blip), then converted to the canonical iOS System-Sound format
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(WAVE / mono / 44100 Hz / signed-16-bit PCM) with afconvert. The shipped
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game never runs this tool; it only loads the finished WAVs.
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Processing
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----------
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All cues sit above clear.wav's ~784 Hz fundamental. Measured fundamentals
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(tools/measure_pitch.py): swap 1023, match 1319, combo1 1047, combo2 1175,
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combo3 1319, combo4 1568, combo5 1760 Hz (combo1<..<combo5, ascending);
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win is an ascending arpeggio C6-E6-G6-C7, lose a descending G6-E6-C6.
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Sources downloaded as the official Kenney CC0 .ogg packs and converted with
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ffmpeg (decode + mono + 44100 Hz + peak-normalize to -9 dBFS; combos additionally
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pitch-shifted), then re-wrapped to the canonical WAVE/LEI16 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. (tools/synth_audio.py is the now-unused historical synth tool
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that produced the previous bank.)
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