Sharing the folder layout that finally stopped me from hunting filenames mid-fight when an earth mage kit grew past a handful of one-shots.

Problem: boulder, spear, pebble, wall, bury and quake each wanted their own loudness curve. A flat "rock_hit_01" pile made the 30th boulder of a fight sound copy-pasted, and bury ticks fought the quake bed for headroom.

What I kept:

  1. One lifecycle spine in folders — cast charge → release → fly-by → sized impacts → quake/rockfall tiers → bury & crush DoT → rock wall & earth aura → crumble & fizzle → combo ladder → UI cues → loops — so the game picks a family, not a random rock.
  2. Size the impact and quake files themselves (small / medium / large and five quake tiers) instead of riding a bus at runtime. The helper only chooses a file.
  3. Ship 15 seamless loops (debris field, aura, wall, cracked ground, held charge, …) for sustained spells; fade in/out beats retriggering one-shots every frame.
  4. Keep the free Lite on the same relative paths and names as the full set, so a prototype can swap the folder later without renaming calls.

Counts from the shipping packs: full set 198 sounds (most one-shots in 5 variations; 15 seamless loops); Lite 28 sounds (one take each) covering charge, three releases, fly-by/dissipate, three impact sizes, two quake tiers, bury/crush/crumble, wall & aura cues, combo 1–3, two UI cues and two loops. WAV 48 kHz/24-bit + OGG, plus Godot 4 EarthSfx autoload and Unity helper with the same call shape as Emberbrand / Frostbite (play, impact, combo, loop).

Free Lite to try the layout (same names as full):

https://yetiancai.itch.io/terrastone-earth-rock-sfx-free-lite

I'm the creator. Sounds are generated by code written with AI assistance. AI tool: Grok Bot coding assistant (used only to write the generation code; current version as of Oct 2026).

If you ship earth magic, which part of the cast is hardest to make read — the charge, the impact weight, or the sustained rumble?

 

I'm the creator. Sharing a practical SFX layout I used for an ice-mage kit — useful if you're wiring elemental spells and want hits to "feel bigger" without touching the mixer every time.

Pipeline that worked for me:

  1. Charge / crystal-form one-shots into a release (lance, bolt, shard, nova).
  2. Optional fly-by while the projectile crosses the listener.
  3. Impact and shatter files pre-leveled by size (small → large), so game code only selects a tier.
  4. A quiet frostbite tick for damage-over-time, plus wall/shield rise-loop-collapse chains and a short combo ladder.

The full Frostbite set is 203 sounds (WAV + OGG, same names); Free Lite is 28 sounds with the same folder names for prototyping. Godot 4 and Unity helpers ship in the download; snake_case names also import cleanly elsewhere.

Free Lite: https://yetiancai.itch.io/frostbite-ice-spell-sfx-free-lite (28 sounds)

Full pack: https://yetiancai.itch.io/frostbite-ice-spell-sfx (203 sounds)

I'm the creator. Sounds are generated by code written with AI assistance. AI tool: Grok Bot coding assistant (used only to write the generation code; current version as of Oct 2026).

Engine-agnostic questions on the tiering approach welcome.

[–] [S] 1 point 1 week ago

I'm the creator, good question. They're ridden, not matched. Each stem gets its own fixed level in the scene code. Then one shared gain brings the full mix to -20 LUFS, so the stems still sum to the mix exactly. Measured with ffmpeg ebur128 across the 6 scenes:

  • bed: -24.9 to -22.9 LUFS
  • air: -24.7 to -22.4
  • detail: -32.5 to -28.0
  • presence: -29.4 to -26.8
  • full mixes: -20.0, true peak -8.5 to -6.1 dBTP

So bed and air are the loudest layers, and detail/presence sit 4-8 dB lower by design. (The synthesis code was written with AI assistance.)

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    I'm the creator of a small game-audio store and wanted to share the approach behind my latest pack, Haunted Atmosphere.

    Most horror ambiences are a single fixed track. I split each of 6 scenes into 4 stems:

    • bed: drone / room tone that is always there
    • air: wind, hum, vents, water
    • detail: creaks, drips, crows, chains
    • presence: high tension cluster and wordless whisper-like textures

    Played together they reproduce the full mix sample for sample, so in-engine you can start all four and fade layers in as the player gets closer to the threat, then fire a stinger. Every loop is 60 s and seamless by construction (synthesized as a loop, no crossfade), with loop points embedded in WAV and OGG.

    I'm the creator. Sounds are synthesized by code written with AI assistance; no generative AI audio or image models were used. AI tool: Grok Bot coding assistant (used only to write the synthesis code; current version as of Oct 2026). (Techniques: filtered noise, modal resonators, creak models, formant filters, synthetic reverb.)