diff --git a/assets/audio/LICENSE.txt b/assets/audio/LICENSE.txt index eb9c7fb..fcec4cd 100644 --- a/assets/audio/LICENSE.txt +++ b/assets/audio/LICENSE.txt @@ -1,31 +1,46 @@ m3te sound effects ================== -clear.wav — "confirmation_001" from Kenney's Interface Sounds pack -(www.kenney.nl), licensed CC0 1.0 (public domain): -https://creativecommons.org/publicdomain/zero/1.0/ +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. -Converted to mono 44.1 kHz signed-16-bit PCM WAV (afconvert) — the format -iOS System Sound Services loads directly via audio.sx. +CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/ +Per-file provenance +------------------- -Candy-vibe SFX bank (P10.1) ---------------------------- +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 -swap.wav, match.wav, combo1.wav .. combo5.wav, win.wav, lose.wav +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). -Original works, synthesized from scratch for m3te by the project. No sampled -or third-party audio. Released into the public domain under CC0 1.0: -https://creativecommons.org/publicdomain/zero/1.0/ +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. -Produced by the build-time tool tools/synth_audio.py (pure-Python stdlib -additive synthesis: a glossy bell timbre — fundamental plus a few decaying -partials and a detuned shimmer top, fast attack, exponential decay, onset -pitch blip), then converted to the canonical iOS System-Sound format -(WAVE / mono / 44100 Hz / signed-16-bit PCM) with afconvert. The shipped -game never runs this tool; it only loads the finished WAVs. +Processing +---------- -All cues sit above clear.wav's ~784 Hz fundamental. Measured fundamentals -(tools/measure_pitch.py): swap 1023, match 1319, combo1 1047, combo2 1175, -combo3 1319, combo4 1568, combo5 1760 Hz (combo1<..