Files
m3te/assets/audio/LICENSE.txt
swipelab f3e3876574 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.
2026-06-05 23:20:50 +03:00

74 lines
3.8 KiB
Plaintext

m3te sound effects
==================
Every shipped cue is a REAL, FREE-licensed sound effect (all CC0 1.0 / public
domain), chosen and processed to EVOKE a sweet, juicy, tactile candy-game feel.
>>> NONE of these are ripped from Candy Crush or any King-owned audio. They are
>>> independent CC0 assets that merely evoke a similar candy/jelly character.
All files are delivered in exactly the format iOS System Sound Services loads
directly via audio.sx: WAVE / mono / 44100 Hz / signed-16-bit PCM. The whole
bank is peak-limited to a quiet -9 dBFS (System Sound Services has no runtime
volume, so loudness is baked into the file); the lose "aww" sits a touch lower
at -12 dBFS.
Licenses
--------
CC0 1.0 (public domain): https://creativecommons.org/publicdomain/zero/1.0/
Versilian Community Sample Library (VCSL), CC0: https://github.com/sgossner/VCSL
Freesound (per-sound CC0, links below): https://freesound.org
Per-file provenance & candy character
-------------------------------------
swap.wav — soft, light blip/bubble.
Freesound "Pop 01" (#506546) by LilMati — CC0.
https://freesound.org/people/LilMati/sounds/506546/
Trimmed to the single pop (~89 ms), faded, peak-normalized.
match.wav — bright, juicy candy POP (the "tasty" match reward).
Freesound "Cartoon Pop" (#741368) by Mish7913 — CC0.
https://freesound.org/people/Mish7913/sounds/741368/
Trimmed to the single pop (~260 ms), faded, peak-normalized.
combo1..5.wav — warm, sweet MARIMBA mallet notes ascending a C-major pentatonic
(C5 D5 E5 G5 A5) — the candy-cascade sparkle, warm not glassy.
Source: VCSL "Marimba" single note F5 (med velocity) — CC0.
github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Marimba
The one marimba note is real-resample pitch-laddered (ffmpeg
asetrate/aresample) to C5/D5/E5/G5/A5, trimmed (~280 ms), faded,
peak-normalized. Measured dominant partials (tools/measure_pitch.py),
strictly ascending:
combo1 1045 Hz < combo2 1173 < combo3 1317 < combo4 1566 < combo5 1758
(these are the marimba's strong ~2x partial; perceived pitch is
one octave lower: C5 523 .. A5 880.)
win.wav — short, sugary, triumphant GLOCKENSPIEL bell fanfare.
Source: VCSL "Glockenspiel" notes C5 + G5 + C6 (med velocity) — CC0.
github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Glockenspiel
The three real bell notes are trimmed and sequenced into an
ascending C5->G5->C6 arpeggio (ffmpeg adelay/amix), ~580 ms,
faded, peak-normalized.
lose.wav — soft, gentle, descending "aww" (not a buzzer).
Source: VCSL "Marimba" notes B4 + G4 (med velocity) — CC0.
github.com/sgossner/VCSL .../Idiophones/Struck Idiophones/Marimba
The two real marimba notes are sequenced into a gentle descending
B4->G4 gesture (ffmpeg adelay/amix), ~490 ms, faded, normalized to
a softer -12 dBFS.
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 their original CC0 files (VCSL .wav notes from GitHub;
Freesound CC0 high-quality previews). Each cue was decoded, down-mixed to mono,
trimmed to its transient, optionally pitch-shifted / sequenced with real ffmpeg
DSP (asetrate/aresample, adelay/amix, afade), peak-normalized, and re-wrapped to
the canonical WAVE/LEI16/44100/mono container with afconvert. The shipped game
never runs any build tool; it only loads the finished WAVs.