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".
47 lines
2.2 KiB
Plaintext
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.)
|