Add second debris explosion sound.
This one combines the filtered noise and the random spline approach, creating a more complex explosion sound.
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@ -1,4 +1,4 @@
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SFX = plasma explode explode2 explode3
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SFX = plasma explode explode2 explode3 explode4
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OGG = $(SFX:%=%.ogg)
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WAV = $(SFX:%=%.wav)
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@ -0,0 +1,46 @@
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Explosions
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; Noise filtered by fofilter.
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; After p8 s attack time, linear decay to 0.
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; The filter frequency varies linearly between p4 and p5.
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; The fofilter impulse rise and decay times are given by p6 and p7.
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; p6 low: smoother sound, p6 high: more rumbling sound
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; p7 low: low deep sound, p7 high: tending towards white noise
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; p8: attack time (s)
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; p9: maximum amplitude
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instr 1
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pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
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k1 linseg 0, p8, p9, p3 - p8, 0
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k2 line p4, p3, p5
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k3 expon 1, p3, 0.01
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a1 noise k1, 0.1
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a1 fofilter a1, k2, p6, p7
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a1 limit a1, -1, 1
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out a1 * p10 * k3
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endin
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instr 2
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k1 linseg 0, p4, 1, p3 - p4, 0
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k2 linseg p5, p4, p6, p3 - p4, p5
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a1 rspline -k1, k1, p5, k2
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a1 limit a1, -1, 1
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out a1 * 0.5
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endin
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</CsInstruments>
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<CsScore>
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i 1 0.0 2.0 50 30 0.01 0.001 0.01 1.0 0.5
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i 1 0.5 2.0 50 30 0.01 0.002 0.01 1.0 0.2
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i 1 1.0 2.0 50 30 0.01 0.004 0.01 1.0 0.1
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i 2 0.0 3.0 1.5 10 1000
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e
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</CsScore>
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</CsoundSynthesizer>
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