Add debris explosion sound.
This is one of the two sounds played when debris from a large object (like an asteroid or boss) explodes. This one uses a random spline function instead of filtered noise
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@ -1,4 +1,4 @@
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SFX = plasma explode explode2
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SFX = plasma explode explode2 explode3
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OGG = $(SFX:%=%.ogg)
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WAV = $(SFX:%=%.wav)
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@ -0,0 +1,26 @@
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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 generated by spline interpolation through random points.
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; p4: attack time (s)
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; p5: minimum spline point frequency
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; p6: maximum spline point frequencyy
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instr 1
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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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out a1
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endin
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</CsInstruments>
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<CsScore>
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i 1 0 2 0.01 100 20000
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e
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</CsScore>
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</CsoundSynthesizer>
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