"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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4 changed files with 124 additions and 43 deletions
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"""Generates the game's sound effects, from scratch.
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Forgejo #146 asked for free SFX sources, and the ones worth using are listed
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in the ticket - Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound's CC0
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filter. What ships here is synthesised instead, for one reason: a generated
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sound has no licence, no attribution to keep track of, and no binary in the
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repository whose provenance nobody can check a year from now.
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in that ticket - Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound
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filtered to CC0. What ships here is synthesised instead, for one reason: a
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generated sound has no licence, no attribution to keep track of, and no
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binary in the repository whose provenance nobody can check a year from now.
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It also means the sounds are DATA rather than assets. If a shot is too sharp
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or an explosion too short, the fix is a number in this file and a re-run,
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not a hunt through a sound library.
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#150 and #151 are why the first pass was thrown away. "Shot sounds sound
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like a toy" and "death sounds from ship are really cheap", and both were
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fair: the shot was a bare descending sine, which is the sound every toy ray
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gun has ever made, and the death was one band of filtered noise with a sine
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under it - thin, and gone before the eye had finished with the explosion.
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What the rewrite adds, and why each part is there:
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* LAYERS, not a waveform. A real bang is a crack, then a body, then a
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tail, and they have different lengths. One envelope over one source
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cannot be any of those things.
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* A sub. Below about 80Hz is where "big" lives; without it an explosion is
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a hiss however loud it is played.
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* SATURATION. Soft-clipping folds in harmonics and stops the peak
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normalisation below from turning everything into the same quiet mush.
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* Detuned partials on the shot, so it is a machine rather than a flute -
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the single sine was the whole of the toy problem.
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Run: python3 audio/make_sfx.py
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"""
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import math
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@ -23,66 +41,129 @@ RATE = 44100
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def _write(name, samples):
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peak = max(1e-9, max(abs(s) for s in samples))
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frames = b"".join(struct.pack("<h", int(max(-1.0, min(1.0, s / peak * 0.89)) * 32767))
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frames = b"".join(struct.pack("<h", int(max(-1.0, min(1.0, s / peak * 0.92)) * 32767))
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for s in samples)
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with wave.open("audio/%s.wav" % name, "w") as w:
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w.setnchannels(1)
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w.setsampwidth(2)
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w.setframerate(RATE)
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w.writeframes(frames)
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print("audio/%s.wav %5.2fs %6d bytes" % (name, len(samples) / RATE, len(frames)))
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print("audio/%s.wav %5.2fs %7d bytes" % (name, len(samples) / RATE, len(frames)))
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def _env(i, n, attack, decay_power):
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"""Fast attack, curved decay. `attack` is a fraction of the whole."""
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a = max(1, int(n * attack))
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if i < a:
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return i / a
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return (1.0 - (i - a) / max(1, n - a)) ** decay_power
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def _decay(i, n, power):
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return (1.0 - i / n) ** power
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def shot(seconds=0.16, start_hz=1500.0, end_hz=320.0):
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"""A short descending zap. The fleet's guns are energy weapons, so this
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is a swept tone rather than a crack - it has to sit under a stream of
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itself without turning into noise."""
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n = int(RATE * seconds)
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out = []
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phase = 0.0
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for i in range(n):
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t = i / n
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hz = start_hz * (end_hz / start_hz) ** t
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phase += 2.0 * math.pi * hz / RATE
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# A little square in it, so it reads as synthetic rather than as a flute.
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tone = 0.7 * math.sin(phase) + 0.3 * (1.0 if math.sin(phase) > 0 else -1.0)
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out.append(tone * _env(i, n, 0.02, 2.2))
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def _attack(i, seconds):
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"""A few milliseconds of ramp, so nothing starts on a click."""
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a = max(1, int(RATE * seconds))
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return min(1.0, i / a)
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def _saturate(x, drive):
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"""Soft clip. Adds the harmonics that make a sound read as loud rather
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than merely being loud."""
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return math.tanh(x * drive) / math.tanh(drive)
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def _mix(*layers):
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n = max(len(layer) for layer in layers)
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out = [0.0] * n
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for layer in layers:
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for i, v in enumerate(layer):
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out[i] += v
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return out
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def explosion(seconds, low_hz, brightness, rumble_hz):
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"""Noise through a one-pole low-pass, plus a falling sine underneath it.
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The sine is what gives it a size: without it a burst of noise is a hiss,
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however loud."""
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n = int(RATE * seconds)
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def _noise(n, seed, cutoff_at):
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"""White noise through a one-pole low-pass whose cutoff is a function of
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position. Sweeping the cutoff down is what turns a hiss into a roar."""
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rng = random.Random(seed)
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out = []
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last = 0.0
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phase = 0.0
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rng = random.Random(7)
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for i in range(n):
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t = i / n
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# The filter opens for an instant and closes as it decays, which is
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# what a real blast does - the crack first, the roar after.
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cutoff = brightness * (1.0 - t) ** 1.6 + 0.02
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cutoff = cutoff_at(i / n)
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last += cutoff * (rng.uniform(-1.0, 1.0) - last)
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hz = low_hz * (rumble_hz / low_hz) ** t
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phase += 2.0 * math.pi * hz / RATE
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body = 0.55 * math.sin(phase)
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out.append((last * 1.4 + body) * _env(i, n, 0.004, 1.7))
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out.append(last)
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return out
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def _sweep(n, start_hz, end_hz, curve=1.0):
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out = []
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phase = 0.0
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for i in range(n):
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t = (i / n) ** curve
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hz = start_hz * (end_hz / start_hz) ** t
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phase += 2.0 * math.pi * hz / RATE
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out.append(math.sin(phase))
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return out
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def shot(seconds=0.22):
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"""An energy weapon discharging: a bright transient, three detuned
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partials falling together, and a short sub thump under it.
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The partials are what stop it being a toy. One sine sliding down is a
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"pew"; three of them at slightly wrong ratios beat against each other
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and read as something with a mechanism inside it."""
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n = int(RATE * seconds)
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crack = [v * _decay(i, n, 14.0) * 0.5
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for i, v in enumerate(_noise(n, 11, lambda t: 0.85 - 0.5 * t))]
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body = [0.0] * n
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for ratio, level, curve in ((1.0, 0.6, 0.9), (1.49, 0.3, 1.05), (2.02, 0.18, 0.8)):
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part = _sweep(n, 900.0 * ratio, 190.0 * ratio, curve)
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for i, v in enumerate(part):
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body[i] += v * level * _decay(i, n, 2.6)
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sub = [v * _decay(i, n, 3.2) * 0.55
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for i, v in enumerate(_sweep(n, 220.0, 60.0, 0.7))]
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mixed = _mix(crack, body, sub)
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return [_saturate(v, 2.0) * _attack(i, 0.0015) for i, v in enumerate(mixed)]
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def explosion(seconds, sub_from, sub_to, roar_seed, debris_level, drive):
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"""A blast in three layers on three clocks: the crack is over in a
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fifth of a second, the roar runs most of the length, and the debris
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keeps falling afterwards."""
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n = int(RATE * seconds)
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crack_n = int(n * 0.18)
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crack = [v * _decay(i, crack_n, 5.0) * 0.9
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for i, v in enumerate(_noise(crack_n, 3, lambda t: 0.95 - 0.55 * t))]
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crack += [0.0] * (n - crack_n)
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roar = [v * _decay(i, n, 1.5)
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for i, v in enumerate(_noise(n, roar_seed, lambda t: 0.30 * (1.0 - t) ** 1.4 + 0.012))]
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# The sub is the size of the thing. It falls slowly and outlasts the
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# crack by a long way.
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sub = [v * _decay(i, n, 1.15) * 1.25
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for i, v in enumerate(_sweep(n, sub_from, sub_to, 0.55))]
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# Debris: sparse, dry ticks over the back half, so the sound has an
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# aftermath rather than simply stopping.
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rng = random.Random(roar_seed + 40)
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debris = [0.0] * n
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for _ in range(int(seconds * 34)):
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at = rng.randint(int(n * 0.25), n - 1)
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length = rng.randint(300, 1400)
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pitch = rng.uniform(140.0, 900.0)
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for k in range(min(length, n - at)):
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debris[at + k] += (math.sin(2.0 * math.pi * pitch * k / RATE)
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* (1.0 - k / length) ** 3.0
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* debris_level * rng.uniform(0.5, 1.0))
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mixed = _mix(crack, roar, sub, debris)
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return [_saturate(v, drive) * _attack(i, 0.001) for i, v in enumerate(mixed)]
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if __name__ == "__main__":
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_write("sfx_shot", shot())
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# A vessel: sharp, bright, over quickly.
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_write("sfx_ship_death", explosion(0.85, 220.0, 0.55, 45.0))
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# A structure: slower, deeper, and it keeps falling down afterwards.
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_write("sfx_building_death", explosion(1.6, 130.0, 0.34, 26.0))
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# A vessel coming apart: bright, fast, with real low end under it.
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_write("sfx_ship_death", explosion(1.45, 260.0, 38.0, 5, 0.16, 2.6))
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# A structure: longer, deeper, and it keeps coming down afterwards.
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_write("sfx_building_death", explosion(2.3, 150.0, 24.0, 9, 0.24, 3.1))
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