Prism Variations SFX
====================

12 crystalline takes for one event played over and over — high partials with
long shimmering tails and a feedback echo. WAV masters plus OGG.

Prism Variations SFX is a 12-sound set built from high partials with long
shimmering tails and a feedback echo. It is meant to sound like crystal, ice
and magic, 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.

The tails are the point. A short room would make these ordinary; instead they
decay over hundreds of milliseconds with the top end left undamped, so one
pickup is still ringing when the next one starts.

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 13.0 seconds, from 940 ms (ui-hover-01) to
1.24 s (pickup-03). 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 117 kB against 1117 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 fantasy RPGs, puzzle games, anything with spellcasting.

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/prism-variations-sfx
More free assets: https://www.colorosse.com
