Anvil Variations SFX
====================

12 metallic takes for one event played over and over — inharmonic partials
that refuse to line up on a harmonic series. WAV masters plus OGG.

Anvil Variations SFX is a 12-sound set built from inharmonic partials that
refuse to line up on a harmonic series. It is meant to sound like struck steel
— a blade, a shield boss, a hollow pipe, and every clip was synthesised from
scratch for this pack — no sampled material, no library content, no model
output — which is what makes it safe to hand over under a licence you can
actually ship with.

Two detuned oscillators at a 2.76 ratio plus ring modulation give the clang
its beating quality, and a plate-length tail carries it. This is the one
characteristic a plain sine wave cannot fake.

This is the most requested thing in game audio and the thing free packs almost
never ship. A footstep played identically reads as cheap within about four
steps, and the fix is not a runtime pitch randomiser, it is genuinely
different takes. Each take here differs in transient timing, filter position
and noise seed, and the spread is measured: far enough apart to hear, close
enough to still be the same object.

The set covers 12 files totalling 12.7 seconds, from 1016 ms (step-01) to 1.10
s (hit-01). Levels are matched across it: each clip peaks at -1 dBFS with
silence trimmed from both ends and a 5 ms fade, so you can drop the folder
into one mixer group and set a single volume instead of balancing them one at
a time.

Files are 44.1 kHz mono, 16-bit WAV masters with OGG Vorbis alongside, in wav/
and ogg/ folders. The OGG folder is 174 kB against 1091 kB of WAV, so ship the
OGG unless you need sample-accurate source. The WAV is the master either way —
reach for it if you are going to pitch-shift or process further, because
re-encoding a lossy file after processing is where artefacts come from.

Good fit for action combat, sci-fi weapons, industrial and factory settings.

HOW TO USE

  - Load the takes as an array and pick without immediate repetition rather
    than uniformly at random; true random repeats often enough to be noticed.
    A shuffled bag is the usual implementation and it costs nothing.
  - Unity: drag the ogg/ folder into your project and set Load Type to
    "Decompress on Load" for anything under half a second, "Compressed in
    Memory" for the rest.
  - Godot: the OGG files import as AudioStreamOggVorbis with no setup — wire
    one to an AudioStreamPlayer and leave the volume at 0 dB, since the set is
    already levelled.
  - Every clip starts on its transient with no leading silence, so you can
    trigger them directly without an offset and they land tight against the
    input that caused them.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/audio/sfx/anvil-variations-sfx
More free assets: https://www.colorosse.com
