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
487 B
Plaintext
25 lines
487 B
Plaintext
[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://cttvhh5nm5j1m"
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path="res://.godot/imported/glass.wav-8cd29b0619eb51b1e55ea8a7e038a004.sample"
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[deps]
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source_file="res://assets/sounds/glass.wav"
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dest_files=["res://.godot/imported/glass.wav-8cd29b0619eb51b1e55ea8a7e038a004.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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