spaceship/audio/make_sfx.py

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#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
#!/usr/bin/env python3
"""Generates the game's sound effects, from scratch.
Forgejo #146 asked for free SFX sources, and the ones worth using are listed
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
in that ticket - Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound
filtered to CC0. What ships here is synthesised instead, for one reason: a
generated sound has no licence, no attribution to keep track of, and no
binary in the repository whose provenance nobody can check a year from now.
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
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It also means the sounds are DATA rather than assets. If a shot is too sharp
or an explosion too short, the fix is a number in this file and a re-run,
not a hunt through a sound library.
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
#150 and #151 are why the first pass was thrown away. "Shot sounds sound
like a toy" and "death sounds from ship are really cheap", and both were
fair: the shot was a bare descending sine, which is the sound every toy ray
gun has ever made, and the death was one band of filtered noise with a sine
under it - thin, and gone before the eye had finished with the explosion.
What the rewrite adds, and why each part is there:
* LAYERS, not a waveform. A real bang is a crack, then a body, then a
tail, and they have different lengths. One envelope over one source
cannot be any of those things.
* A sub. Below about 80Hz is where "big" lives; without it an explosion is
a hiss however loud it is played.
* SATURATION. Soft-clipping folds in harmonics and stops the peak
normalisation below from turning everything into the same quiet mush.
* Detuned partials on the shot, so it is a machine rather than a flute -
the single sine was the whole of the toy problem.
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
Run: python3 audio/make_sfx.py
"""
import math
import random
import struct
import wave
RATE = 44100
def _write(name, samples):
peak = max(1e-9, max(abs(s) for s in samples))
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
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frames = b"".join(struct.pack("<h", int(max(-1.0, min(1.0, s / peak * 0.92)) * 32767))
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
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for s in samples)
with wave.open("audio/%s.wav" % name, "w") as w:
w.setnchannels(1)
w.setsampwidth(2)
w.setframerate(RATE)
w.writeframes(frames)
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
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print("audio/%s.wav %5.2fs %7d bytes" % (name, len(samples) / RATE, len(frames)))
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
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def _decay(i, n, power):
return (1.0 - i / n) ** power
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
def _attack(i, seconds):
"""A few milliseconds of ramp, so nothing starts on a click."""
a = max(1, int(RATE * seconds))
return min(1.0, i / a)
def _saturate(x, drive):
"""Soft clip. Adds the harmonics that make a sound read as loud rather
than merely being loud."""
return math.tanh(x * drive) / math.tanh(drive)
def _mix(*layers):
n = max(len(layer) for layer in layers)
out = [0.0] * n
for layer in layers:
for i, v in enumerate(layer):
out[i] += v
return out
def _noise(n, seed, cutoff_at):
"""White noise through a one-pole low-pass whose cutoff is a function of
position. Sweeping the cutoff down is what turns a hiss into a roar."""
rng = random.Random(seed)
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
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out = []
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
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last = 0.0
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
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for i in range(n):
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
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cutoff = cutoff_at(i / n)
last += cutoff * (rng.uniform(-1.0, 1.0) - last)
out.append(last)
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
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return out
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
def _sweep(n, start_hz, end_hz, curve=1.0):
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
out = []
phase = 0.0
for i in range(n):
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
t = (i / n) ** curve
hz = start_hz * (end_hz / start_hz) ** t
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
phase += 2.0 * math.pi * hz / RATE
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
out.append(math.sin(phase))
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
return out
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
def shot(seconds=0.22):
"""An energy weapon discharging: a bright transient, three detuned
partials falling together, and a short sub thump under it.
The partials are what stop it being a toy. One sine sliding down is a
"pew"; three of them at slightly wrong ratios beat against each other
and read as something with a mechanism inside it."""
n = int(RATE * seconds)
crack = [v * _decay(i, n, 14.0) * 0.5
for i, v in enumerate(_noise(n, 11, lambda t: 0.85 - 0.5 * t))]
body = [0.0] * n
for ratio, level, curve in ((1.0, 0.6, 0.9), (1.49, 0.3, 1.05), (2.02, 0.18, 0.8)):
part = _sweep(n, 900.0 * ratio, 190.0 * ratio, curve)
for i, v in enumerate(part):
body[i] += v * level * _decay(i, n, 2.6)
sub = [v * _decay(i, n, 3.2) * 0.55
for i, v in enumerate(_sweep(n, 220.0, 60.0, 0.7))]
mixed = _mix(crack, body, sub)
return [_saturate(v, 2.0) * _attack(i, 0.0015) for i, v in enumerate(mixed)]
def dialog(seconds=0.24):
"""A short radio handshake when a transmission line appears.
Two rising digital tones establish the signal; a small static tail keeps
it in the same physical world as the scan-line presentation without
turning every revealed character into a click."""
n = int(RATE * seconds)
tone = [0.0] * n
for start, end, level, delay in ((520.0, 820.0, 0.55, 0.0),
(940.0, 1380.0, 0.32, 0.045)):
begin = int(RATE * delay)
part = _sweep(n - begin, start, end, 0.8)
for i, value in enumerate(part):
at = begin + i
tone[at] += value * level * _decay(i, len(part), 2.8)
static = [value * _decay(i, n, 2.1) * 0.16
for i, value in enumerate(_noise(n, 17, lambda t: 0.55 - 0.42 * t))]
mixed = _mix(tone, static)
return [_saturate(value, 1.8) * _attack(i, 0.002)
for i, value in enumerate(mixed)]
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
def explosion(seconds, sub_from, sub_to, roar_seed, debris_level, drive):
"""A blast in three layers on three clocks: the crack is over in a
fifth of a second, the roar runs most of the length, and the debris
keeps falling afterwards."""
n = int(RATE * seconds)
crack_n = int(n * 0.18)
crack = [v * _decay(i, crack_n, 5.0) * 0.9
for i, v in enumerate(_noise(crack_n, 3, lambda t: 0.95 - 0.55 * t))]
crack += [0.0] * (n - crack_n)
roar = [v * _decay(i, n, 1.5)
for i, v in enumerate(_noise(n, roar_seed, lambda t: 0.30 * (1.0 - t) ** 1.4 + 0.012))]
# The sub is the size of the thing. It falls slowly and outlasts the
# crack by a long way.
sub = [v * _decay(i, n, 1.15) * 1.25
for i, v in enumerate(_sweep(n, sub_from, sub_to, 0.55))]
# Debris: sparse, dry ticks over the back half, so the sound has an
# aftermath rather than simply stopping.
rng = random.Random(roar_seed + 40)
debris = [0.0] * n
for _ in range(int(seconds * 34)):
at = rng.randint(int(n * 0.25), n - 1)
length = rng.randint(300, 1400)
pitch = rng.uniform(140.0, 900.0)
for k in range(min(length, n - at)):
debris[at + k] += (math.sin(2.0 * math.pi * pitch * k / RATE)
* (1.0 - k / length) ** 3.0
* debris_level * rng.uniform(0.5, 1.0))
mixed = _mix(crack, roar, sub, debris)
return [_saturate(v, drive) * _attack(i, 0.001) for i, v in enumerate(mixed)]
def pickup(seconds=0.10):
"""A unit of cargo arriving in the hold (#210).
This one fires more often than everything else in the file put together
- every rock a drill turns out, every load a transporter lands - so it
is built to be missable. Short, quiet, and NARROW: two clean partials a
fifth apart with a couple of milliseconds of tick in front. No noise bed
and no sub, because those are what make a repeated sound tiring."""
n = int(RATE * seconds)
tick = [value * _decay(i, n, 22.0) * 0.30
for i, value in enumerate(_noise(n, 61, lambda t: 0.9 - 0.4 * t))]
tone = [0.0] * n
for hz, level in ((1180.0, 0.55), (1770.0, 0.22)):
phase = 0.0
for i in range(n):
phase += 2.0 * math.pi * hz / RATE
# Rings up and straight back down: an arrival, not a note held.
tone[i] += math.sin(phase) * level * _decay(i, n, 3.4)
mixed = _mix(tick, tone)
return [_saturate(value, 1.5) * _attack(i, 0.0012)
for i, value in enumerate(mixed)]
def asteroid_break(seconds=0.62):
"""A rock coming apart (#213).
Deliberately NOT the ship explosion with different numbers. Stone has no
fuel in it: there is a hard dry crack, a short gravel roar, and a fall of
fragments, with only enough low end to give it mass. The sub that makes a
vessel's death read as big is exactly what would make this read as an
explosion rather than a rock."""
n = int(RATE * seconds)
crack_n = int(n * 0.14)
crack = [value * _decay(i, crack_n, 6.5) * 0.95
for i, value in enumerate(_noise(crack_n, 71, lambda t: 1.0 - 0.35 * t))]
crack += [0.0] * (n - crack_n)
# Higher and drier than an explosion's roar - grit, not fire.
gravel = [value * _decay(i, n, 2.4) * 0.6
for i, value in enumerate(_noise(n, 73, lambda t: 0.55 * (1.0 - t) ** 1.1 + 0.05))]
thud = [value * _decay(i, n, 2.6) * 0.45
for i, value in enumerate(_sweep(n, 190.0, 70.0, 0.6))]
# Fragments, denser and shorter than an explosion's debris, and pitched
# up where small hard things live.
rng = random.Random(77)
shards = [0.0] * n
for _ in range(int(seconds * 90)):
at = rng.randint(int(n * 0.10), n - 1)
length = rng.randint(120, 620)
pitch = rng.uniform(420.0, 2100.0)
for k in range(min(length, n - at)):
shards[at + k] += (math.sin(2.0 * math.pi * pitch * k / RATE)
* (1.0 - k / length) ** 3.5
* 0.16 * rng.uniform(0.4, 1.0))
mixed = _mix(crack, gravel, thud, shards)
return [_saturate(value, 2.4) * _attack(i, 0.001)
for i, value in enumerate(mixed)]
def gas_blast(seconds=1.05):
"""A gas bomb blooming (#214).
The opposite shape to a hull exploding: almost no crack, a soft low
whoomph that swells rather than starting at full volume, and a long
hiss that outlives it as the cloud spreads. The swell is the point - it
is the sound of an area filling, and it matches a bloom the player
watches expand rather than a flash they see once."""
n = int(RATE * seconds)
# Rises over the first fifth, then falls away: a bloom, not a bang.
def bloom(i):
t = i / n
return min(1.0, t / 0.18) * (1.0 - t) ** 1.3
whoomph = [value * bloom(i) * 1.1
for i, value in enumerate(_sweep(n, 150.0, 46.0, 0.5))]
body = [value * bloom(i) * 0.85
for i, value in enumerate(_noise(n, 83, lambda t: 0.22 * (1.0 - t) + 0.02))]
# The cloud itself: bright, thin, and still going after the low end has
# gone. Cut off far later than the rest, which is what "it is still out
# there" sounds like.
hiss = [value * min(1.0, i / (RATE * 0.05)) * _decay(i, n, 1.05) * 0.42
for i, value in enumerate(_noise(n, 89, lambda t: 0.75 - 0.25 * t))]
mixed = _mix(whoomph, body, hiss)
return [_saturate(value, 2.2) * _attack(i, 0.004)
for i, value in enumerate(mixed)]
def black_hole(seconds=2.6):
"""The vortex opening in the prologue (#208).
Something tearing rather than detonating. A pair of tones sliding in
OPPOSITE directions - one climbing to a thin scream, one falling into
the sub - so the sound pulls apart in the middle, plus a rising roar
that swallows both. It has to hold under the beat's shake, so it swells
across most of its length instead of decaying from the first sample."""
n = int(RATE * seconds)
def swell(i, peak=0.72, power=1.6):
t = i / n
if t <= peak:
return (t / peak) ** 1.25
return ((1.0 - t) / (1.0 - peak)) ** power
# Up into a scream, and down into the floor. The gap between them opening
# is the whole idea.
tearing_up = [value * swell(i) * 0.34
for i, value in enumerate(_sweep(n, 240.0, 1650.0, 1.35))]
tearing_down = [value * swell(i) * 0.95
for i, value in enumerate(_sweep(n, 190.0, 28.0, 0.85))]
# The roar closes over the top of them, brightening as it goes.
roar = [value * swell(i, 0.8, 1.3) * 0.8
for i, value in enumerate(_noise(n, 101, lambda t: 0.05 + 0.5 * t ** 1.5))]
# A slow beat in the low end, so it churns instead of humming.
churn = [0.0] * n
for i in range(n):
churn[i] = math.sin(2.0 * math.pi * 37.0 * i / RATE) \
* math.sin(2.0 * math.pi * 4.3 * i / RATE) * swell(i) * 0.5
mixed = _mix(tearing_up, tearing_down, roar, churn)
return [_saturate(value, 2.8) * _attack(i, 0.02)
for i, value in enumerate(mixed)]
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def boss_scream(seconds=1.65):
"""A huge synthetic creature waking: a rough falling throat tone with
an unstable upper rasp. Long enough to carry the reveal shake, without
borrowing a human/animal recording whose licence would need tracking."""
n = int(RATE * seconds)
throat = [0.0] * n
phase = 0.0
for i in range(n):
t = i / n
hz = 118.0 * (52.0 / 118.0) ** (t ** 0.72)
hz *= 1.0 + 0.07 * math.sin(t * math.pi * 17.0)
phase += 2.0 * math.pi * hz / RATE
envelope = min(1.0, t / 0.06) * (1.0 - t) ** 0.75
throat[i] = (math.sin(phase) * 0.75 + math.sin(phase * 2.03) * 0.32
+ math.sin(phase * 3.97) * 0.16) * envelope
rasp_noise = _noise(n, 189, lambda t: 0.34 * (1.0 - t) + 0.025)
rasp = [value * min(1.0, i / (RATE * 0.025)) * _decay(i, n, 1.15) * 0.68
for i, value in enumerate(rasp_noise)]
mixed = _mix(throat, rasp)
return [_saturate(value, 3.2) for value in mixed]
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
if __name__ == "__main__":
_write("sfx_shot", shot())
_write("sfx_dialog", dialog())
2026-09-03 22:00:26 +02:00
_write("sfx_boss_scream", boss_scream())
#150, #151: the sounds were a toy and a puff, and both were fair "Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
2026-08-29 14:39:33 +02:00
# A vessel coming apart: bright, fast, with real low end under it.
_write("sfx_ship_death", explosion(1.45, 260.0, 38.0, 5, 0.16, 2.6))
# A structure: longer, deeper, and it keeps coming down afterwards.
_write("sfx_building_death", explosion(2.3, 150.0, 24.0, 9, 0.24, 3.1))
_write("sfx_pickup", pickup())
_write("sfx_asteroid_break", asteroid_break())
_write("sfx_gas_blast", gas_blast())
_write("sfx_black_hole", black_hole())