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Willosuna

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A member registered 21 days ago · View creator page →

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I made a free interface sound pack and I would like some honest ears on it, because I built it around one specific claim and I want to know if it holds up. 


The claim is not "150 sounds". It is that every one of the 30 events comes in 5 versions that are genuinely different sounds, rather than one file pitch-shifted five times. Every sound is computed from oscillators, envelopes and filters by code I wrote for this - no recordings, no third-party samples, no generative AI. So a click is not one click forever: it gets built again from nothing each time. 


The reason I care about that specifically is the dialogue blip. It fires once per character, so a single RPG conversation plays it three hundred times. There are RPG Maker plugins whose entire purpose is to pick a random sample and shift its pitch so the repetition is less obvious, which tells me the problem is recognised. CSAF's Blip pack goes at it properly for dialogue - thirteen voices from thirteen different synthesis methods. I went wide rather than deep: each of the thirty interface events is built from three to five different constructions instead of one construction with different numbers, so the argument covers the whole UI rather than a single sound. 


Before publishing I measured Kenney's interface pack with the same code I use on mine, because I wanted a real reference rather than my own opinion. That process found more bugs in my measurements than in the audio - aliasing in my oscillators up to 23% inharmonic energy, a tritone hiding inside a random range for the coin sound, thirteen tiny clicks per file from a filter I was resetting per segment. All fixed, all documented. 


What I cannot measure is whether it actually sounds good in a game. That is what I am asking for. 


WHAT IS IN IT 

 150 sounds, 30 events x 5 versions 

 click, hover, keypress, dialogue, select, confirm, cancel, deny, toggle on/off, pop, tick, swipe, drop, page, open, close, transition, coin, purchase, equip, save, notify, alert, error, scan, charge, unlock, levelup, reward 

 Mono WAV 16-bit 44.1 kHz, plus OGG 

 manifest.json so you can script the import instead of dragging 150 files 

 Drop-in Unity and Godot scripts that play the versions from a shuffled bag, so nothing repeats back-to-back 


 Free, royalty free, commercial use, no attribution required. 


 https://willosuna.itch.io/essential-ui-sfx 


If anything sounds thin, harsh or fake to you, I would rather hear it here than find out from a review. Particularly interested in whether the dialogue blips hold up when you fire them in sequence. 


There are three paid themed packs in the same series (cozy, retro arcade, neon terminal), 25% off for the next ten days, but this one is the whole set of events and it is free - take it and see if the variation argument survives contact with a real project.

I made a free interface sound pack and I would like some honest ears on it, because I built it around one specific claim and I want to know if it holds up. 


The claim is not "150 sounds". It is that every one of the 30 events comes in 5 versions that are genuinely different sounds, rather than one file pitch-shifted five times. Every sound is computed from oscillators, envelopes and filters by code I wrote for this - no recordings, no third-party samples, no generative AI. So a click is not one click forever: it gets built again from nothing each time. 


The reason I care about that specifically is the dialogue blip. It fires once per character, so a single RPG conversation plays it three hundred times. There are RPG Maker plugins whose entire purpose is to pick a random sample and shift its pitch so the repetition is less obvious, which tells me the problem is recognised. CSAF's Blip pack goes at it properly for dialogue - thirteen voices from thirteen different synthesis methods. I went wide rather than deep: each of the thirty interface events is built from three to five different constructions instead of one construction with different numbers, so the argument covers the whole UI rather than a single sound. 


Before publishing I measured Kenney's interface pack with the same code I use on mine, because I wanted a real reference rather than my own opinion. That process found more bugs in my measurements than in the audio - aliasing in my oscillators up to 23% inharmonic energy, a tritone hiding inside a random range for the coin sound, thirteen tiny clicks per file from a filter I was resetting per segment. All fixed, all documented. 


What I cannot measure is whether it actually sounds good in a game. That is what I am asking for. 


WHAT IS IN IT 

 150 sounds, 30 events x 5 versions 

 click, hover, keypress, dialogue, select, confirm, cancel, deny, toggle on/off, pop, tick, swipe, drop, page, open, close, transition, coin, purchase, equip, save, notify, alert, error, scan, charge, unlock, levelup, reward 

 Mono WAV 16-bit 44.1 kHz, plus OGG 

 manifest.json so you can script the import instead of dragging 150 files 

 Drop-in Unity and Godot scripts that play the versions from a shuffled bag, so nothing repeats back-to-back 


 Free, royalty free, commercial use, no attribution required. 


 https://willosuna.itch.io/essential-ui-sfx 


If anything sounds thin, harsh or fake to you, I would rather hear it here than find out from a review. Particularly interested in whether the dialogue blips hold up when you fire them in sequence. 


There are three paid themed packs in the same series (cozy, retro arcade, neon terminal), 25% off for the next ten days, but this one is the whole set of events and it is free - take it and see if the variation argument survives contact with a real project.