Arcade Interface SFX
====================

6 8-bit one-shots for the sounds an interface makes — square and pulse waves
run through a 5-bit crusher. WAV masters plus OGG.

Arcade Interface SFX is a 6-sound set built from square and pulse waves run
through a 5-bit crusher. It is meant to sound like an arcade cabinet or a
handheld from the 8-bit era, 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.

Pitch moves in hard steps rather than glides, there is no reverb anywhere in
the set, and the sample rate is deliberately decimated — the grain you hear is
the quantiser, not a filter imitating one.

Interface sounds are heard more often than anything else in a game, so this
set is deliberately quiet and short: nothing rings on after the gesture that
caused it, and no two clips sit in the same register, so a click landing on
top of a hover never turns into one smeared noise.

The set covers 6 files totalling 0.4 seconds, from 20 ms (select) to 0.16 s
(ui-confirm). 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. 4 of the 6 clips are short enough that the OGG comes out
larger than the WAV, because Vorbis carries about 4 kB of codebook header per
file; the set is 38 kB as WAV against 32 kB as OGG. Mix and match — take
whichever file is smaller per clip. 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 pixel-art platformers, roguelikes and anything with a chiptune
score.

HOW TO USE

  - Keep these on their own mixer group with a little headroom. Interface
    audio that ducks under the music is the usual reason a menu feels
    unresponsive.
  - 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: CC0-1.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/audio/sfx/arcade-ui-sfx
More free assets: https://www.colorosse.com
