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>
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