Files
m3te/assets/audio/LICENSE.txt
swipelab e4a502e922 P10.7: soften the SFX bank (gentler / less aggressive)
DSP-soften the existing P10.6 CC0 bank in place — same filenames, same
canonical WAVE/mono/44100/Int16 format, drop-in (engine untouched):

- Onset eased in: short qsin fade-in (8-14 ms) tames the attack transient
  so pops bloop instead of snap (onset peak in first 20 ms down 5.6-8.7 dB
  per cue; combo attack-to-peak 1.4-2.4 ms -> 15-26 ms).
- Highs rolled off: warm two-pole low-pass (2.6 kHz swap/lose, 3.0 kHz
  match/combo, 3.6 kHz win) for a rounded tone. Spectral centroid down
  ~40-60%; >4 kHz energy collapses (win 76%->28%, combos ~10%->0.5%).
- Quieter: re-normalized to -15.5 dBFS (swap/lose -17.5), down from ~-9/-12,
  lowering both peak and RMS on every cue.

Candy character retained; cascade ladder preserved (combo1..5 fundamentals
still ascend 1045<1173<1317<1566<1758 Hz). LICENSE provenance updated.
2026-06-06 06:52:51 +03:00

101 lines
5.3 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 bank is deliberately SOFT and GENTLE (P10.7 softening pass, see "Softening"
below): every cue eases in instead of snapping, the brittle top end is rolled
off for a warm rounded tone, and loudness is dialed well down. System Sound
Services has no runtime volume, so loudness is baked into the file: the bank
peaks at a quiet -15.5 dBFS, with the swap blip and the lose "aww" softer still
at -17.5 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
the softer -17.5 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.
Softening (P10.7)
-----------------
The candy CHARACTER of the P10.6 bank was right but still hit too hard, so each
finished cue was re-processed with real ffmpeg DSP — no re-synthesis, same CC0
sources — to be SOFT and GENTLE:
1. Onset eased in — a short qsin fade-in (8-14 ms) tames the attack transient
so pops "bloop" instead of "snap".
2. Highs rolled off — a warm two-pole low-pass (2.6 kHz swap/lose, 3.0 kHz
match/combo, 3.6 kHz win) removes the brittle/edgy top
end. Spectral centroid drops roughly 40-60% per cue; the
> 4 kHz energy fraction collapses (e.g. win 76% -> 28%,
combos ~10% -> <1%). The win keeps a little glockenspiel
sparkle by design; everything else is rounded right down.
3. Loudness lowered — re-normalized to the soft -15.5 / -17.5 dBFS targets
above (down from ~-9 / -12 dBFS), lowering BOTH peak and
RMS on every cue, then re-wrapped with afconvert.
The cascade ladder is preserved: combo1..5 still ascend in fundamental pitch
(measured dominant partials unchanged at 1045 < 1173 < 1317 < 1566 < 1758 Hz,
all below the 3.0 kHz low-pass corner). A short qsin fade-out rounds each tail.