COINFALL's sound bank, synthesized sample by sample. Nothing here is a
recording -- a 1998 arcade cabinet made its noises out of an oscillator and a
noise gate, and so does this one.
`specs()` returns the raw PCM the `coinfall` toolbox mints into `.soundClip`
assets. Everything else on this module is the playback surface the game
drives: one-shots pitched by drop height, the servo grind whose rate tracks
corruption, and the arcade hum that detunes as a run rots.
rng(seed: number) → void
| arg | type | description |
|---|
| seed | number | |
lowpass(buf: ?, cutoff: number) → void
A one-pole low-pass. Noise straight out of an LCG is far too bright to read
as metal; rolling it off is what makes it a clatter instead of a hiss.
| arg | type | description |
|---|
| buf | ? | |
| cutoff | number | |
highpass(buf: ?, cutoff: number) → void
| arg | type | description |
|---|
| buf | ? | |
| cutoff | number | |
normalize(buf: ?, peak: number) → void
| arg | type | description |
|---|
| buf | ? | |
| peak | number | |
deClick(buf: ?, frames: number) → void
A short fade at both ends. Without it every clip starts and ends on a click,
which on a bank this size turns into a constant tick under the music.
| arg | type | description |
|---|
| buf | ? | |
| frames | number | |
blank(seconds: number) → void
| arg | type | description |
|---|
| seconds | number | |
coinClip(seed: number, heavy: boolean) → void
A coin landing: a bright metallic strike, three inharmonic partials over a
filtered noise transient, ringing down fast.
| arg | type | description |
|---|
| seed | number | |
| heavy | boolean | |
servoClip( ) → void
The pusher servo: a geared grind built from a saw against a rasp of noise,
looped. The game varies its PITCH at playback rather than baking rates, so one
clip covers every corruption level.
humClip( ) → void
The arcade hum: mains buzz and its harmonics, plus the whine of a dozen
flyback transformers. Looped, and detuned at playback as corruption climbs.
chimeClip( ) → void
Quota met: a rising two-note arcade chime, square-ish and cheap.
failClip( ) → void
Quota failed: a bass hit that drops a fifth and stays down.
crunchClip( ) → void
Vitality loss: a wet crunch. Bandpassed noise with a hard attack and a
gristle of amplitude modulation.
tickClip( ) → void
The debt clock. One dry tick; the game accelerates its repeat rate and lifts
its pitch under ten seconds.
relicClip( ) → void
A relic crossing the ledge: something the machine did not intend, so it does
not sound like the coins do. An inharmonic bell that bends upward.
uiClip( ) → void
Menu movement: a flat, unmusical arcade blip.
specs( ) → void
Every clip in the bank, as raw mono PCM for the toolbox to mint.