Merge branch 'flow/m3te/P10.6' into m3te-plan

This commit is contained in:
swipelab
2026-06-05 23:24:29 +03:00
10 changed files with 59 additions and 32 deletions

View File

@@ -1,46 +1,73 @@
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
Every shipped cue is a REAL, FREE-licensed sound effect (all CC0 1.0 / public
domain), chosen and processed to EVOKE a sweet, juicy, tactile candy-game feel.
>>> NONE of these are ripped from Candy Crush or any King-owned audio. They are
>>> independent CC0 assets that merely evoke a similar candy/jelly character.
All files are delivered in exactly 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.
bank is peak-limited to a quiet -9 dBFS (System Sound Services has no runtime
volume, so loudness is baked into the file); the lose "aww" sits a touch lower
at -12 dBFS.
CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/
Licenses
--------
CC0 1.0 (public domain): https://creativecommons.org/publicdomain/zero/1.0/
Versilian Community Sample Library (VCSL), CC0: https://github.com/sgossner/VCSL
Freesound (per-sound CC0, links below): https://freesound.org
Per-file provenance
-------------------
Per-file provenance & candy character
-------------------------------------
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 — soft, light blip/bubble.
Freesound "Pop 01" (#506546) by LilMati — CC0.
https://freesound.org/people/LilMati/sounds/506546/
Trimmed to the single pop (~89 ms), faded, peak-normalized.
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).
match.wav bright, juicy candy POP (the "tasty" match reward).
Freesound "Cartoon Pop" (#741368) by Mish7913 — CC0.
https://freesound.org/people/Mish7913/sounds/741368/
Trimmed to the single pop (~260 ms), faded, peak-normalized.
clear.wav — "confirmation_001" from Kenney "Interface Sounds" (CC0)
combo1..5.wav — warm, sweet MARIMBA mallet notes ascending a C-major pentatonic
(C5 D5 E5 G5 A5) — the candy-cascade sparkle, warm not glassy.
Source: VCSL "Marimba" single note F5 (med velocity) — CC0.
github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Marimba
The one marimba note is real-resample pitch-laddered (ffmpeg
asetrate/aresample) to C5/D5/E5/G5/A5, trimmed (~280 ms), faded,
peak-normalized. Measured dominant partials (tools/measure_pitch.py),
strictly ascending:
combo1 1045 Hz < combo2 1173 < combo3 1317 < combo4 1566 < combo5 1758
(these are the marimba's strong ~2x partial; perceived pitch is
one octave lower: C5 523 .. A5 880.)
win.wav — short, sugary, triumphant GLOCKENSPIEL bell fanfare.
Source: VCSL "Glockenspiel" notes C5 + G5 + C6 (med velocity) — CC0.
github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Glockenspiel
The three real bell notes are trimmed and sequenced into an
ascending C5->G5->C6 arpeggio (ffmpeg adelay/amix), ~580 ms,
faded, peak-normalized.
lose.wav — soft, gentle, descending "aww" (not a buzzer).
Source: VCSL "Marimba" notes B4 + G4 (med velocity) — CC0.
github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Marimba
The two real marimba notes are sequenced into a gentle descending
B4->G4 gesture (ffmpeg adelay/amix), ~490 ms, faded, normalized to
a softer -12 dBFS.
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.
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.)
Sources downloaded as their original CC0 files (VCSL .wav notes from GitHub;
Freesound CC0 high-quality previews). Each cue was decoded, down-mixed to mono,
trimmed to its transient, optionally pitch-shifted / sequenced with real ffmpeg
DSP (asetrate/aresample, adelay/amix, afade), peak-normalized, and re-wrapped to
the canonical WAVE/LEI16/44100/mono container with afconvert. The shipped game
never runs any build tool; it only loads the finished WAVs.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.