Every WAV is synthesized from maths by tools/gen_sounds.py (run through Blender for its bundled numpy) -- sines, noise and envelopes, seeded and reproducible, licence-free by construction. Loops (engine, skid, boost, siren) are built from integer-Hz components over exactly 1 s so the seam is mathematically silent; noise beds get a crossfaded seam. Seam continuity is verified numerically. Wiring: pitch-tracked engine loop on every car (idle burble to top-end scream, bump while boosting), skid loop off slip, player boost whoosh, small/big crash by jolt with glass on wrecks, two-tone siren on pursuit cops (derby brawlers stay silent), Crashbreaker boom, gearbox clunk/bog, win/lose stings on takedowns, outruns, escapes, busts and derby eliminations. Loop flags live in code (sfx.gd), not per-file .import settings, so a regenerated wav never silently loses its loop. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
25 lines
480 B
Plaintext
25 lines
480 B
Plaintext
[remap]
|
|
|
|
importer="wav"
|
|
type="AudioStreamWAV"
|
|
uid="uid://qbn0cilhfqwj"
|
|
path="res://.godot/imported/bog.wav-8f1da2786c55aeefbeb106dc868c91db.sample"
|
|
|
|
[deps]
|
|
|
|
source_file="res://assets/sounds/bog.wav"
|
|
dest_files=["res://.godot/imported/bog.wav-8f1da2786c55aeefbeb106dc868c91db.sample"]
|
|
|
|
[params]
|
|
|
|
force/8_bit=false
|
|
force/mono=false
|
|
force/max_rate=false
|
|
force/max_rate_hz=44100
|
|
edit/trim=false
|
|
edit/normalize=false
|
|
edit/loop_mode=0
|
|
edit/loop_begin=0
|
|
edit/loop_end=-1
|
|
compress/mode=2
|