Commit Graph

10 Commits

Author SHA1 Message Date
Guus Sliepen bd87c8964f Better explosion sound.
Use an exponential function for the amplitude envelope of the noise function
instead of a linear on.
2012-03-06 00:09:11 +01:00
Guus Sliepen b6f8daaec3 Remove .ogg version of explode3. 2012-03-03 11:56:07 +01:00
Guus Sliepen 14b08e6193 Add second debris explosion sound.
This one combines the filtered noise and the random spline approach,
creating a more complex explosion sound.
2012-03-03 11:47:01 +01:00
Guus Sliepen 3ddba1af85 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
2012-03-03 11:35:46 +01:00
Guus Sliepen 2fe877c3e8 Add impact explosion sound.
This is the sound played when shots hit an enemy, but do not yet destroy it.
It's a small explosion sound combined with a metallic sound, simulating the
impact of the shot on the enemy's hull.
2012-03-03 11:27:22 +01:00
Guus Sliepen 209d785a23 Add synthesized explosion sound. 2012-03-03 10:50:49 +01:00
Guus Sliepen 46fd85829b Add README files explaining how to create sound and music. 2012-03-02 21:20:06 +01:00
Guus Sliepen c72fa54344 Replace plasma sound effect with one generated using Csound.
This is the first sound effect which is generated from scratch
using Csound. The advantages of this are:

- Real source code for sound.
- Anyone with a text editor can tweak the sound effects.
- Source code is much more compact that the sound file itself.
- Sound files can be regenerated with arbitrary quality.
2012-02-29 22:13:26 +01:00
Guus Sliepen 45664437e1 Replace maledeath sound by one from OLPC. 2011-09-04 17:14:32 +02:00
Astrid S. de Wijn bad5739c62 Add DFSG-compatible replacement sound.
All sound was taken from OpenGameArt.org.
2011-08-28 13:38:27 +02:00