Timber Gameplay SFX
===================

6 organic one-shots for the sounds events make — narrow-band noise bursts
resonating at a fixed body frequency. WAV masters plus OGG.

Timber Gameplay SFX is a 6-sound set built from narrow-band noise bursts
resonating at a fixed body frequency. It is meant to sound like physical
objects — a drawer, a wooden button, a cloth pouch, 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.

Every sound is a transient plus a body: the noise burst supplies the strike
and a resonant filter supplies the material. Decay is fast and the room is
barely there, which is what stops the set from sounding synthetic.

Gameplay sounds have to survive a mix that already has music and ambience in
it, so these run longer and carry more low end than the interface set — but
they are still one-shots with the silence trimmed off, which is what keeps an
impact feeling connected to the frame that triggered it.

The set covers 6 files totalling 2.7 seconds, from 282 ms (step) to 0.70 s
(unlock). 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 44 kB against 230 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 survival and crafting games, board-game adaptations, cosy sims.

HOW TO USE

  - Randomise pitch by a few percent when you trigger these repeatedly. A
    footstep played identically twenty times in a row is the fastest way to
    make a set sound cheap, and it is a mixer setting rather than a content
    problem.
  - 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/timber-game-sfx
More free assets: https://www.colorosse.com
