Files
m3te/assets/audio/LICENSE.txt
swipelab ae44e5b7fb P10.5: replace synth SFX bank with real CC0 Kenney assets (quieter, cleaner)
QA: "the sfx is too loud and scratchy." Drop-in asset swap — no engine change.

Replace the 9 synthesized cues (swap, match, combo1..combo5, win, lose) with
real free-licensed (CC0 1.0) sound effects from Kenney's Interface Sounds /
Digital Audio packs:
  swap  <- pluck_002        match <- confirmation_002
  win   <- powerUp7         lose  <- minimize_006
  combo1..5 <- glass_001 pitch-laddered up a pentatonic run (0,+2,+4,+7,+9 st)
              via resample DSP -> ascending fundamentals 1918..3226 Hz.

Every cue: mono / 44100 Hz / Int16 PCM, <=0.54 s. Whole bank peak-normalized to
-9 dBFS, so peak AND RMS are well below the old synth (old peak -0.7..-2.9 dB,
mean -5.8..-9.3 dB; new peak -9.0 dB, mean -22..-30 dB). Audibly cleaner — no
synth harmonics.

LICENSE.txt rewritten with real per-file provenance (source URL + CC0). clear.wav
(already a CC0 Kenney clip, not loaded by the engine) left unchanged. Engine
(audio.sx/board_view.sx/main.sx) untouched; sim build loads all 9 cues, zero
"load failed".
2026-06-05 22:41:52 +03:00

47 lines
2.2 KiB
Plaintext

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
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.
CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/
Per-file provenance
-------------------
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
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).
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.
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.)