ShitboxInfinity/assets/sounds/glass.wav.import
m3ultra 589e99c727 Procedural sound kit: the whole game has audio, no recordings
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>
2026-07-29 13:05:48 +10:00

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[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://cttvhh5nm5j1m"
path="res://.godot/imported/glass.wav-8cd29b0619eb51b1e55ea8a7e038a004.sample"
[deps]
source_file="res://assets/sounds/glass.wav"
dest_files=["res://.godot/imported/glass.wav-8cd29b0619eb51b1e55ea8a7e038a004.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