P10.7: soften the SFX bank (gentler / less aggressive)
DSP-soften the existing P10.6 CC0 bank in place — same filenames, same canonical WAVE/mono/44100/Int16 format, drop-in (engine untouched): - Onset eased in: short qsin fade-in (8-14 ms) tames the attack transient so pops bloop instead of snap (onset peak in first 20 ms down 5.6-8.7 dB per cue; combo attack-to-peak 1.4-2.4 ms -> 15-26 ms). - Highs rolled off: warm two-pole low-pass (2.6 kHz swap/lose, 3.0 kHz match/combo, 3.6 kHz win) for a rounded tone. Spectral centroid down ~40-60%; >4 kHz energy collapses (win 76%->28%, combos ~10%->0.5%). - Quieter: re-normalized to -15.5 dBFS (swap/lose -17.5), down from ~-9/-12, lowering both peak and RMS on every cue. Candy character retained; cascade ladder preserved (combo1..5 fundamentals still ascend 1045<1173<1317<1566<1758 Hz). LICENSE provenance updated.
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@@ -8,10 +8,14 @@ domain), chosen and processed to EVOKE a sweet, juicy, tactile candy-game feel.
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>>> independent CC0 assets that merely evoke a similar candy/jelly character.
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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. The whole
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bank is peak-limited to a quiet -9 dBFS (System Sound Services has no runtime
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volume, so loudness is baked into the file); the lose "aww" sits a touch lower
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at -12 dBFS.
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directly via audio.sx: WAVE / mono / 44100 Hz / signed-16-bit PCM.
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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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Licenses
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--------
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@@ -56,7 +60,7 @@ lose.wav — soft, gentle, descending "aww" (not a buzzer).
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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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a softer -12 dBFS.
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the softer -17.5 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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@@ -71,3 +75,26 @@ 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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