Replace the pitch-laddered single-pop combo ladder with FIVE distinct REAL Match FX cues from the user's Triple Treat SFX pack (Match SFX/), ordered to convey cascade escalation by spectral brightness / high-frequency energy (combo1 dullest -> combo5 sparkliest): combo1 <- Match SFX/Match FX 2-RCM.wav (dark/full, centroid ~1.7 kHz) combo2 <- Match SFX/Match FX 4-RCM.wav (warm mid, centroid ~2.1 kHz) combo3 <- Match SFX/Match FX 6-RCM.wav (bright mid, centroid ~3.2 kHz) combo4 <- Match SFX/Match FX 7-RCM.wav (rich+bright, centroid ~4.7 kHz) combo5 <- Match SFX/Match FX 3-RCM.wav (sparkly, centroid ~6.8 kHz) The Match FX set does not cleanly pitch-ascend, so brightness is the ordering signal; spectral centroid ascends monotonically 1.68 < 2.09 < 3.18 < 4.70 < 6.77 kHz. Each down-mixed to mono, trimmed to a 0.50 s onset window, eased in (~6 ms) and rounded out with a 150 ms cosine fade-out, peak-normalized -15 dBFS. Pure drop-in: audio.sx and all wiring are untouched; swap/match/win/lose are byte-identical to P10.8. The depth->cue-index mapping (cascade_cue, fx_combo) locks the integer mapping, not the audio content, so both tests stay valid. LICENSE.txt combo provenance updated to the real Match FX sources.
79 lines
4.5 KiB
Plaintext
79 lines
4.5 KiB
Plaintext
m3te sound effects
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==================
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The nine shipped cues (swap, match, combo1..5, win, lose) are best-fit
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selections from the user-provided "Triple Treat SFX" pack
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(Triple_Treat_SFX.zip, ~30 MB, 280 files, Unity-style with .meta sidecars),
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chosen per game event and converted for the candy match-3 feel (P10.8).
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>>> The full pack is NOT committed — only the selected, converted cues live
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>>> here. The pack was supplied directly by the user for this game; its source
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>>> archive is Triple_Treat_SFX.zip (kept outside the repo, in ~/Downloads).
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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 pack's
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sources are 24-bit / 48 kHz / stereo; each was down-mixed to mono, trimmed to
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its punchy window, peak-normalized, and re-wrapped to the canonical container.
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The bank is deliberately GENTLE (the user rejected aggressive SFX twice): every
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cue is peak-normalized to a quiet, consistent -15 dBFS, eases in with a short
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fade to tame the attack transient, and rounds out with a cosine fade-out tail.
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The pack's candy character is preserved — the cues are not re-synthesized.
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Provenance: the user-provided "Triple Treat SFX" pack
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-----------------------------------------------------
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Each cue below names the EXACT source file within the pack it was selected from
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(paths relative to the pack's "Triple Treat SFX/" root). Because the pack came
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from the user for this game, no external license was hunted; provenance is the
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supplied Triple_Treat_SFX.zip.
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swap.wav — soft, light SWIPE matching the swap gesture (fires on every swipe,
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so kept subtle). Distinct timbre from the candy pops.
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Source: Transition SFX/Swipe FX 1-RCM.wav
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Trimmed to the swipe body (~0.44 s), faded, peak-normalized -15 dBFS.
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match.wav — bright, juicy candy POP (the satisfying first-clear reward).
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Source: Pop:Bubble SFX/Pop FX 5-RCM.wav
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Trimmed to the single pop (~0.44 s), faded, peak-normalized -15 dBFS.
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combo1..5.wav — the candy-cascade ladder: FIVE distinct REAL Match FX cues from
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the pack, ORDERED to convey cascade escalation. The Match FX set
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does not cleanly pitch-ascend, so the cues are ordered by spectral
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brightness / high-frequency energy instead — combo1 the dullest /
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most subdued, combo5 the brightest / sparkliest, so deeper cascades
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read as more exciting.
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combo1 — Match SFX/Match FX 2-RCM.wav (dark/full, centroid ~1.7 kHz)
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combo2 — Match SFX/Match FX 4-RCM.wav (warm mid, centroid ~2.1 kHz)
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combo3 — Match SFX/Match FX 6-RCM.wav (bright mid, centroid ~3.2 kHz)
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combo4 — Match SFX/Match FX 7-RCM.wav (rich+bright, centroid ~4.7 kHz)
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combo5 — Match SFX/Match FX 3-RCM.wav (sparkly, centroid ~6.8 kHz)
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Each down-mixed to mono, trimmed to a 0.50 s onset window, eased in
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(~6 ms) and rounded out with a 150 ms cosine fade-out, peak-
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normalized -15 dBFS. Brightness (spectral centroid) ascends
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monotonically, conveying escalation:
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combo1 1.68 < combo2 2.09 < combo3 3.18 < combo4 4.70 < combo5 6.77 kHz.
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win.wav — short, triumphant POWER-UP cue (level won).
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Source: Success:Power-Up SFX/Power Up FX 1-RCM.wav
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Trimmed to the front-loaded body (~0.60 s), faded, peak-normalized
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-15 dBFS.
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lose.wav — soft, gentle tonal FAIL (level lost) — not boomy or harsh.
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Source: Fail SFX/Fail FX 2-RCM.wav
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Trimmed to the body (~0.58 s) with a long cosine fade-out, peak-
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normalized -15 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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(tools/measure_pitch.py uses its ~784 Hz fundamental as a baseline).
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Processing
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----------
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Each chosen pack cue was decoded, down-mixed to mono, trimmed to its transient
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window, optionally pitch-shifted with real resample DSP (combos only), eased in
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with a short fade and rounded out with a cosine fade-out, peak-normalized to
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-15 dBFS, and re-wrapped to the canonical WAVE/LEI16/44100/mono 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. The 30 MB pack and its .meta / __MACOSX cruft are not committed.
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