Replaced all sound effects with the plain Ogg sound effects from 1.2.

This sound generation stuff is really unnecessary. The ones from 1.2
sound much better.
This commit is contained in:
onpon4 2015-02-26 09:06:50 -05:00
parent 36f0e7a85d
commit c634201401
17 changed files with 0 additions and 259 deletions

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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

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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.

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<CsoundSynthesizer>
<CsInstruments>
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
</CsInstruments>
<CsScore>
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
</CsScore>
</CsoundSynthesizer>

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sound/explode.ogg Normal file

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<CsoundSynthesizer>
<CsInstruments>
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
</CsInstruments>
<CsScore>
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
</CsScore>
</CsoundSynthesizer>

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<CsoundSynthesizer>
<CsInstruments>
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
</CsInstruments>
<CsScore>
i 1 0 2 0.01 100 20000
e
</CsScore>
</CsoundSynthesizer>

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<CsoundSynthesizer>
<CsInstruments>
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
</CsInstruments>
<CsScore>
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
</CsScore>
</CsoundSynthesizer>

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<CsoundSynthesizer>
<CsInstruments>
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
</CsInstruments>
<CsScore>
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
</CsScore>
</CsoundSynthesizer>

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<CsoundSynthesizer>
<CsInstruments>
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
</CsInstruments>
<CsScore>
i 1 0 0.5
e
</CsScore>
</CsoundSynthesizer>

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<CsoundSynthesizer>
<CsInstruments>
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
</CsInstruments>
<CsScore>
i 1 0 0.1
e
</CsScore>
</CsoundSynthesizer>

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