P10.6: tune SFX bank to the candy character (real CC0 marimba/glock + pops)
Refine the same drop-in bank toward Candy-Crush candy/jelly character; engine (audio.sx) untouched, same filenames/format. - swap: freesound CC0 "Pop 01" (LilMati #506546) — soft light blip. - match: freesound CC0 "Cartoon Pop" (Mish7913 #741368) — bright juicy candy pop. - combo1..5: VCSL CC0 Marimba F5, real-resample pitch-laddered to a C-major pentatonic (C5 D5 E5 G5 A5) — warm/sweet mallet sparkle, not glassy; ascending. - win: VCSL CC0 Glockenspiel C5/G5/C6 sequenced into a sugary ascending bell fanfare. - lose: VCSL CC0 Marimba B4->G4 descending — soft gentle "aww". All real free CC0 assets (NOT ripped from Candy Crush); provenance + license per cue in LICENSE.txt. Mono/44100/Int16, <=580 ms, peak <=-9 dBFS (lose -12). Combos ascend (1045<1173<1317<1566<1758 Hz). Gate green; all 9 cues load on sim.
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m3te sound effects
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==================
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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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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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>>> 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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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-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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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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CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/
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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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Per-file provenance
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-------------------
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Per-file provenance & candy character
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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 — 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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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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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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clear.wav — "confirmation_001" from Kenney "Interface Sounds" (CC0)
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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, 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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a softer -12 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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Processing
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----------
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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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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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