# select
A shape taken up from the tray: a small brass tick.
0.12 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "select" }, true)` from an `execute`.
# plate_pass
A plate passes: four glassy notes up the triad over a warm pad.
2.51 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "plate_pass" }, true)` from an `execute`.
# music_dawn
The dawn drone: the same G with the major third and the octave in it, and a shimmer over the top. Sixteen seconds, seamless. Faded in against music_night as dawn climbs.
16.00 s, 12000 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "music_dawn" }, true)` from an `execute`.
# geiger_hum
The counter's own idle: valve hum and tube floor, four seconds, seamless. Runs whenever the counter is on, under the clicks.
4.00 s, 12000 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "geiger_hum" }, true)` from an `execute`.
# refused
A placement refused: a dull stop and a low beating pair. No, and the plate is unmoved.
0.36 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "refused" }, true)` from an `execute`.
# lift
A piece picked back off the plate: the short upward scrape of brass or glass leaving the surface.
0.28 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "lift" }, true)` from an `execute`.
# night_ends
The night ends: the room falling away, the lamp-room door, and G minor left unresolved.
4.21 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "night_ends" }, true)` from an `execute`.
# ui_confirm
Confirm: two brass notes up.
0.45 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "ui_confirm" }, true)` from an `execute`.
# place_frisket
A cut brass frisket laid on the glass: a duller contact than the crystal, and it rings on afterwards the way sheet brass does.
0.38 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "place_frisket" }, true)` from an `execute`.
# music_night
The night drone: a low G with the minor third in it, sixteen seconds, seamless. Held under the whole night and faded out as dawn climbs.
16.00 s, 12000 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "music_night" }, true)` from an `execute`.
# plate_fixed
The plate fixed: the fixer taking, the glass going down, and one clear note left over it.
1.61 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "plate_fixed" }, true)` from an `execute`.
# dawn_crest
Dawn cresting the window: rising air and a chord opening under it, three and a half seconds.
3.61 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "dawn_crest" }, true)` from an `execute`.
# ui_back
Back: the same two brass notes, down.
0.36 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "ui_back" }, true)` from an `execute`.
# relight
Lucina relit: the charge, the strike as the lamp catches, and G major held wide open over it, with a generated orchestral swell laid in under the strike.
5.61 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "relight" }, true)` from an `execute`.
# bed_room
The lamp room bed: sea below, wind at the storm glazing, the watch-room clock, oak and iron in the cold. Twenty seconds, seamless end to end, stored uncompressed so the seam stays silent.
20.00 s, 16000 Hz, stereo, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "bed_room" }, true)` from an `execute`.
# ui_move
The focus ring moving a line. Deliberately the quietest thing in the game — it fires more than anything else does.
0.08 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "ui_move" }, true)` from an `execute`.
# plate_fail
A plate fails: two muted notes down and the light going out of it.
2.31 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "plate_fail" }, true)` from an `execute`.
# place_crystal
A betafite crystal set down on the plate: contact, the ring the glass takes, and the weight under it.
0.50 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "place_crystal" }, true)` from an `execute`.
# dose_warning
The dose crossing the warning line: two low pulses a tritone apart, over a rising floor.
1.81 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "dose_warning" }, true)` from an `execute`.
# geiger_click
One count on the counter. Fired as a one-shot at a rate the Sound component takes from the crystals on the plate and the dose, pitch-jittered so no two are the same.
0.05 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "geiger_click" }, true)` from an `execute`.
# rotate
The frisket turned a quarter: three detents of a brass ratchet with the sheet moving under them.
0.30 s, 22050 Hz, mono, uncompressed PCM. Synthesised by `game.sound.synth`; re-bake it with
`Synth.bake({ "rotate" }, true)` from an `execute`.