# RIFTWAKE authored sound effects

Current revision: **foley-4**, awaiting listening in actual gameplay. All source works use their offered CC0 1.0 license. No listening-quality approval is implied by the source pins or build checks.

## Motion and contact materials

- [qubodup / Iwan Gabovitch — bamboo-stick swishes](https://opengameart.org/content/swish-bamboo-stick-weapon-swhoshes): actual bamboo moved through air. Separate recorded members provide slash, orbit, axe, wide cleave, narrow thrust, dodge and counter air. The original `swoosh.txt` declares free use and is preserved with its hash.
- [Independent.nu — 37 hits/punches](https://opengameart.org/node/2558), submitted by qubodup: organic hit/body recordings provide blade contact, ordinary impact, heavy contact, local hurt and critical contact.
- [artisticdude — Battle Sound Effects](https://opengameart.org/content/battle-sound-effects): original bow recording. Power-bow layers that bow with restrained recorded air, not a metal impact.
- [Brian MacIntosh / BMacZero — Metal Impact Sounds](https://opengameart.org/content/metal-impact-sounds) and [rubberduck — 80 CC0 RPG SFX](https://opengameart.org/content/80-cc0-rpg-sfx): weapon clang and bell layers are reserved for shield block and actual anvil. Previously adapted spell recordings retain the accepted subdued magic revision, including their existing filtered thud body layers.
- [Kenney Vleugels — RPG Audio](https://kenney.nl/assets/rpg-audio), [Impact Sounds](https://kenney.nl/assets/impact-sounds), [Interface Sounds](https://kenney.nl/assets/interface-sounds); [Augmentality / Brandon Morris — Spell sounds](https://opengameart.org/content/spell-sounds): retained item, interface and magic cues. Ward uses a short mellow healing swell.

Swing sounds contain air only. Confirmed-contact sounds use body recordings. Gameplay mapping and the shared voice/mix budgets determine when each recording is heard; effects never affect damage or ownership. The retired `metal-hit.wav` is replaced by `blade-hit.wav`. Existing subdued bolt, lightning and beam files are preserved byte-for-byte.

## Provenance and reproduction

Repository `assets/v24/sfx-sources.json` records all original download URLs and immutable archive hashes. `assets/v24/licenses/` preserves the source pages, bamboo license text and hashes. `assets/v24/sfx.json` records each selected member, author, license, source/output SHA-256, filters, segment, gain, layer weight, delay, fade, rate and channels. `sfx-heavy-recipes.json` contains the current layer recipes.

Download the pinned files into one source root. Verify archive hashes, reject unsafe absolute or parent-traversal archive members, and extract into each recorded `extractDirectory` while preserving original member names. Run `python3 scripts/build-v24-sfx.py --source-root /path/to/sources` with Python 3 and FFmpeg. Normal rebuilds check source and output pins; `--update-pins` is only for an intentional authored revision. FLAC segments are decoded and trimmed with `atrim` before silence removal, avoiding unreliable seeks in the small source FLACs.

Delivery uses mono 44.1 kHz PCM16 WAV; FLAC/OGG browser support is not assumed. Playback rate is 1 throughout, and no synthesized oscillator/noise substitute is used. Current cues are bounded to 1.1 seconds. Original rejected revisions and prior comparisons remain project evidence; current acceptance requires the user's actual-play listening.
