diff --git a/sound/Makefile b/sound/Makefile
deleted file mode 100644
index 2f6af2b..0000000
--- a/sound/Makefile
+++ /dev/null
@@ -1,16 +0,0 @@
-SFX = plasma explode explode2 explode3 explode4 laser item
-OGG = $(SFX:%=%.ogg)
-WAV = $(SFX:%=%.wav)
-
-all: $(OGG)
-
-%.ogg: %.wav
- oggenc $<
-
-%.wav: %.csd
- csound -g -o $@ $<
-
-clean:
- rm -f $(OGG) $(WAV)
-
-.PHONY: all clean
diff --git a/sound/README b/sound/README
deleted file mode 100644
index 20ef2e9..0000000
--- a/sound/README
+++ /dev/null
@@ -1,8 +0,0 @@
-In order to create the sound files, you need the following packages
-installed:
-
-- csound
-- vorbis-tools
-
-The .csd files contain the source code that describes the sound effect. These
-are rendered by csound to a .wav file, which is converted to .ogg using oggenc.
diff --git a/sound/explode.csd b/sound/explode.csd
deleted file mode 100644
index f9875cf..0000000
--- a/sound/explode.csd
+++ /dev/null
@@ -1,33 +0,0 @@
-
-
-sr = 48000
-ksmps = 32
-nchnls = 1
-0dbfs = 1
-
-; Explosions
-; Noise filtered by fofilter.
-; After p8 s attack time, linear decay to 0.
-; The filter frequency varies linearly between p4 and p5.
-; The fofilter impulse rise and decay times are given by p6 and p7.
-; p6 low: smoother sound, p6 high: more rumbling sound
-; p7 low: low deep sound, p7 high: tending towards white noise
-; p8: attack time (s)
-; p9: maximum amplitude
-
-instr 1
- pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
- k1 expon p9, p3, 0.001
- k2 line p4, p3, p5
- a1 noise k1, 0.1
- a1 fofilter a1, k2, p6, p7
- a1 limit a1, -1, 1
- out a1 * p10
-endin
-
-
-i 1 0 2.0 100 30 0.01 0.0002 0.02 1.0 0.5
-i 1 0.4 2.0 50 30 0.01 0.001 0.01 1.0 0.5
-e
-
-
diff --git a/sound/explode.ogg b/sound/explode.ogg
new file mode 100644
index 0000000..78ee378
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diff --git a/sound/explode2.csd b/sound/explode2.csd
deleted file mode 100644
index 6008e38..0000000
--- a/sound/explode2.csd
+++ /dev/null
@@ -1,42 +0,0 @@
-
-
-sr = 48000
-ksmps = 32
-nchnls = 1
-0dbfs = 1
-
-; Explosions
-; Noise filtered by fofilter.
-; After p8 s attack time, linear decay to 0.
-; The filter frequency varies linearly between p4 and p5.
-; The fofilter impulse rise and decay times are given by p6 and p7.
-; p6 low: smoother sound, p6 high: more rumbling sound
-; p7 low: low deep sound, p7 high: tending towards white noise
-; p8: attack time (s)
-; p9: maximum amplitude
-
-instr 1
- pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
- k1 linseg 0, p8, p9, p3 - p8, 0
- k2 line p4, p3, p5
- k3 line 1, p3, 0
- a1 noise k1, 0.1
- a1 fofilter a1, k2, p6, p7
- a1 limit a1, -1, 1
- out a1 * p10 * k3
-endin
-
-; Metalic sound
-
-instr 2
- k1 line 1, p3, 0
- a1 barmodel 1, 1, p4, 0.001, 0.23, 5, p5, p6, p7
- out a1 * k1
-endin
-
-
-i 2 0.0 0.1 40 0.1 5000 0.5
-i 1 0 0.7 200 100 0.01 0.0006 0.05 1.0 0.15
-e1
-
-
diff --git a/sound/explode2.ogg b/sound/explode2.ogg
new file mode 100644
index 0000000..8be1b86
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diff --git a/sound/explode3.csd b/sound/explode3.csd
deleted file mode 100644
index be0699b..0000000
--- a/sound/explode3.csd
+++ /dev/null
@@ -1,26 +0,0 @@
-
-
-sr = 48000
-ksmps = 32
-nchnls = 1
-0dbfs = 1
-
-; Explosions
-; Noise generated by spline interpolation through random points.
-; p4: attack time (s)
-; p5: minimum spline point frequency
-; p6: maximum spline point frequencyy
-
-instr 1
- k1 linseg 0, p4, 1, p3 - p4, 0
- k2 linseg p5, p4, p6, p3 - p4, p5
- a1 rspline -k1, k1, p5, k2
- out a1
-endin
-
-
-i 1 0 2 0.01 100 20000
-e
-
-
-
diff --git a/sound/explode3.ogg b/sound/explode3.ogg
new file mode 100644
index 0000000..531eb34
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diff --git a/sound/explode4.csd b/sound/explode4.csd
deleted file mode 100644
index 5a3faa4..0000000
--- a/sound/explode4.csd
+++ /dev/null
@@ -1,46 +0,0 @@
-
-
-sr = 48000
-ksmps = 32
-nchnls = 1
-0dbfs = 1
-
-; Explosions
-; Noise filtered by fofilter.
-; After p8 s attack time, linear decay to 0.
-; The filter frequency varies linearly between p4 and p5.
-; The fofilter impulse rise and decay times are given by p6 and p7.
-; p6 low: smoother sound, p6 high: more rumbling sound
-; p7 low: low deep sound, p7 high: tending towards white noise
-; p8: attack time (s)
-; p9: maximum amplitude
-
-instr 1
- pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
- k1 linseg 0, p8, p9, p3 - p8, 0
- k2 line p4, p3, p5
- k3 expon 1, p3, 0.01
- a1 noise k1, 0.1
- a1 fofilter a1, k2, p6, p7
- a1 limit a1, -1, 1
- out a1 * p10 * k3
-endin
-
-instr 2
- k1 linseg 0, p4, 1, p3 - p4, 0
- k2 linseg p5, p4, p6, p3 - p4, p5
- a1 rspline -k1, k1, p5, k2
- a1 limit a1, -1, 1
- out a1 * 0.5
-endin
-
-
-
-
-i 1 0.0 2.0 50 30 0.01 0.001 0.01 1.0 0.5
-i 1 0.5 2.0 50 30 0.01 0.002 0.01 1.0 0.2
-i 1 1.0 2.0 50 30 0.01 0.004 0.01 1.0 0.1
-i 2 0.0 3.0 1.5 10 1000
-e
-
-
diff --git a/sound/explode4.ogg b/sound/explode4.ogg
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index 0000000..b374ca7
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diff --git a/sound/item.csd b/sound/item.csd
deleted file mode 100644
index 19aaa7b..0000000
--- a/sound/item.csd
+++ /dev/null
@@ -1,37 +0,0 @@
-
-
-sr = 48000
-ksmps = 32
-nchnls = 1
-0dbfs = 1
-
-; Item sound:
-; Four notes mixed together and some reverberation added.
-; The notes are sine waves with a very short attack and decay applied,
-; necessary to avoid clicking sounds.
-
-gisine ftgen 1, 0, 16384, 10, 1
-ga1 init 0
-
-instr 1
- a1 poscil 0.4, p4, gisine
- a2 linseg 0, 0.001, 1, p3 - 0.002, 1, 0.001, 0
- ga1 = ga1 + a1 * a2
-endin
-
-instr 99
- a1 reverb ga1, 0.7
- out ga1 + a1 * 0.15
- ga1 = 0
-endin
-
-
-i 1 0.00 0.15 300
-i 1 0.08 0.15 450
-i 1 0.16 0.15 375
-i 1 0.24 0.15 600
-i 99 0 0.65
-e
-
-
-
diff --git a/sound/item.ogg b/sound/item.ogg
new file mode 100644
index 0000000..8279f88
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diff --git a/sound/laser.csd b/sound/laser.csd
deleted file mode 100644
index 00fcbae..0000000
--- a/sound/laser.csd
+++ /dev/null
@@ -1,26 +0,0 @@
-
-
-sr = 48000
-ksmps = 32
-nchnls = 1
-0dbfs = 1
-
-; Laser shot:
-; Basically a sine wave sweep from 5 kHz to 0.1 kHz in 0.1 s, decaying further to 0 Hz.
-; White noise with an amplitude of 250 to 500 Hz is applied to the frequency.
-
-instr 1
- gisine ftgen 1, 0, 16384, 10, 1
- k1 expon 5000, p3 * 0.2, 100
- k2 linrand 500
- k3 line 0.5, p3, 1
- a1 poscil 0.3, k1 + k2 * k3, gisine
- out a1
-endin
-
-
-i 1 0 0.5
-e
-
-
-
diff --git a/sound/laser.ogg b/sound/laser.ogg
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index 0000000..c3d8657
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diff --git a/sound/missile2.ogg b/sound/missile2.ogg
new file mode 100644
index 0000000..ad94802
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diff --git a/sound/plasma.csd b/sound/plasma.csd
deleted file mode 100644
index b999fa0..0000000
--- a/sound/plasma.csd
+++ /dev/null
@@ -1,25 +0,0 @@
-
-
-sr = 48000
-ksmps = 32
-nchnls = 1
-0dbfs = 1
-
-; Plasma shot:
-; Basically a sine wave sweep from 2 kHz to 0.1 kHz in 0.1 s,
-; but with white noise with an amplitude of 500 Hz applied to the frequency.
-
-instr 1
- gisine ftgen 1, 0, 16384, 10, 1
- k1 line 2500, p3, 100
- k2 linrand 500
- a1 poscil 0.2, k1 + k2, gisine
- out a1
-endin
-
-
-i 1 0 0.1
-e
-
-
-
diff --git a/sound/plasma.ogg b/sound/plasma.ogg
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index 0000000..094481d
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