QUAD GOD · AUDIO

Chiptune set synthesised in our own code: pulse waves (12.5/25/50 %), a 4-bit triangle, LFSR noise drums, and 2-op FM brass for the big moments. 125 SFX cues + 9 music files, all original, $0. Loudness: SFX −16 LUFS / −1.5 dBTP, music −18 LUFS / −2 dBTP. Gate: 156/156 files pass (ffmpeg R128 + aucheck flatness + key/tuning/seam checks). Loops have the loop box ticked: let them run past the end to hear the seam. Cue map: CUES.md · LICENCES.md

Base theme: pick A or B

A · PLAYER ONEloop
PLAYER ONE: bright heroic arcade theme, 140 BPM, D major. 4-bar intro teasing the QUAD motif, hook A (pulse lead, rock beat, octave bass, rhythmic arps), A' with a harmony voice, B in B minor/C (syncopated, 16th hats), C: soaring long-note lead over fast two-octave arps and four-on-the-floor, A'' full, 4-bar QUAD-motif turnaround.
140 BPM · D major · 82.3 s seamless loop (48 bars)
I -18.3 LUFS · TP -5.9 dBTP · flat 0.238 · seam 0.073 · in-key 0.95 · tune -0.0 c
B · HIGH SCOREloop
HIGH SCORE: syncopated chip-funk, 135 BPM, E dorian (Em7–A vamp, Cmaj7–D–Bm–B7 turn). Funk triangle bass, staccato 12.5 % hook, B section half-time with a 50 % "flute" lead and pad, C: call-and-response riff doubled an octave down over four-on-the-floor.
135 BPM · E dorian · 78.2 s seamless loop (44 bars)
I -18.3 LUFS · TP -4.8 dBTP · flat 0.246 · seam 0.012 · in-key 0.90 · tune +0.3 c

Music

allnighter (music_longboi)loop
LATE NIGHT (chill): 120 BPM, F minor (Fm7–Dbmaj7–Bbm7–C7). Soft 12.5 % lead with long ping-pong echo, pulse pad, triangle bass on roots/fifths, lazy kick/snare + shaker, plucked arps; C section on an FM electric-piano bell.
ALL-NIGHTER theme, chill (STACKED key for its first bonus track) · 120 BPM · F minor · 64.0 s loop
I -18.3 LUFS · TP -5.5 dBTP · flat 0.133 · seam 0.075 · in-key 0.96 · tune -0.1 c
allnighter_hype (music_longboi_heat)loop
LATE NIGHT (hype): the same 32 bars sample-synced, with four-on-the-floor + clap, 16th hats, octave bass, per-frame arps, FM brass doubling the hook. Crossfade chill → hype as the multiplier climbs.
ALL-NIGHTER hype layer: crossfade by the ladder (STACKED heat key) · 120 BPM · F minor · 64.0 s loop
I -18.3 LUFS · TP -6.0 dBTP · flat 0.259 · seam 0.029 · in-key 0.94 · tune +1.4 c
tournament (music_topout)loop
BRACKET BATTLE: driving battle theme, 150 BPM, D minor with harmonic-minor C#. Pedal-tone 16th riff intro, heroic pulse hook over Dm–Bb–C–A, harmony on the repeat, long-note bridge, riff breakdown, tom outro.
TOURNAMENT theme (STACKED key for its second bonus track) · 150 BPM · D minor (+C#) · 76.8 s loop
I -18.3 LUFS · TP -6.8 dBTP · flat 0.216 · seam 0.01 · in-key 0.97 · tune +0.1 c
tournament_final (music_topout_final)loop
BRACKET BATTLE (final match): same 48 bars sample-synced, FM brass doubling every melody, riff doubled an octave up, 16th galloping bass, 8th kicks + clap, per-frame arps, crash every 4 bars, fills every 4.
TOURNAMENT final-match variant (new key; same grid, crossfade) · 150 BPM · D minor (+C#) · 76.8 s loop
I -18.3 LUFS · TP -6.3 dBTP · flat 0.304 · seam 0.152 · in-key 0.91 · tune +0.3 c
trophy (music_trophy)loop
WORLD STAGE: triumphant march, 126 BPM, F major. A on chip lead + harmony, A' handed to 16-bit FM brass with an octave pulse sparkle, B with FM pad + timpani toms, A'' brass + chip + two-octave arps.
Trophy finale loop (new key) · 126 BPM · F major · 61.0 s loop
I -18.3 LUFS · TP -6.3 dBTP · flat 0.225 · seam 0.665 · in-key 0.97 · tune +0.8 c
fanfare (music_fanfare)
Big-win fanfare tail (one-shot): rising D-major run, G–A stabs, FM brass + pulse line D6…, tom fill, final D chord with two-octave sparkle arps and a 2–3 s tail.
Big-win fanfare tail, one-shot (STACKED key) · 140 BPM · D major · one-shot 7.7 s
I -18.2 LUFS · TP -7.0 dBTP · flat 0.333 · in-key 0.98 · tune -0.0 c
attract (music_attract)
Intro / attract jingle (one-shot): power-on sweep, two quick G/A arps, the QUAD motif B–C#–D–F# answered by E–F#–G–B–A, landing on D with brass and sparkle.
Intro / attract jingle, one-shot (new key) · 140 BPM · D major · one-shot 7.8 s
I -18.3 LUFS · TP -7.4 dBTP · flat 0.315 · in-key 0.98 · tune -0.6 c

Power-up reel

reel_spin_looploop
Marquee reel spinning: 16 ticks/s of bright pulse clicks alternating two pitches over a soft 50 % pulse motor buzz with a chasing-bulb shimmer. Seamless 0.75 s loop.
`reveal` / `fsSpin`: loop while the power-up reel (marquee) spins; stop on the last window.
I -16.4 LUFS · TP -2.5 dBTP · flat 0.324 · seam 0.005
reel_stop
One reel window locking: short descending pulse "tchk" + noise click + small triangle thump (0.2 s).
Each reel window that stops empty (`null`). rate 0.95–1.1 by column.
M -20.1 LUFS · TP -2.4 dBTP · flat 0.090
reel_stop_pu
Window locks on a power-up: reel_stop + a bright two-note ping (A6 → E7) with a little echo (0.45 s).
A reel window that stops on a power-up (before its fanfare).
M -16.3 LUFS · TP -2.6 dBTP · flat 0.079

Crown scatters

hardhat_1
Crown 1: one FM bell ding (D6) with a pulse edge and a few high sparkles (≈1 s).
First gold-crown scatter (`"SCAT"`) window stops. (alias: crown_1)
M -16.3 LUFS · TP -5.7 dBTP · flat 0.029
hardhat_2
Crown 2: two rising bell dings (D6–F#6), more sparkle, soft upward pulse sweep under it (≈1.2 s).
Second crown (start anticipation: `antic_riser` + `tease_riser_loop`). (alias: crown_2)
M -16.3 LUFS · TP -6.7 dBTP · flat 0.030
hardhat_3
Crown 3+: four-note bell arpeggio D6–F#6–A6–D7 into a D-major pulse chord, sub thump and noise crash (≈1.6 s).
Third+ crown (bonus coming: `bonusTrigger` follows). (alias: crown_3)
M -16.4 LUFS · TP -6.6 dBTP · flat 0.119
antic_riser
Anticipation riser (2.0 s): pulse wave climbing 3 octaves with an accelerating tremolo, a climbing per-frame arpeggio and a rising noise wash. Ends open.
Anticipation after 2 crowns while the remaining windows slow down.
M -16.4 LUFS · TP -5.8 dBTP · flat 0.428

Claw & controller

crane_winch
Claw slide: servo "zzzip" (25 % pulse with a 30 Hz buzz, pitch up then settling) + soft noise swish (0.42 s).
The claw slides the piece over its column before each `drop` (skip in turbo). (alias: claw_slide)
M -16.3 LUFS · TP -8.3 dBTP · flat 0.165
crane_winch_looploop
Claw servo hum: steady 25 % pulse buzz (+ a thin octave-up 12.5 % layer) with a 30 Hz flutter, seamless 0.6 s loop.
Long claw moves (tease hover travel); fade in/out 80 ms.
I -16.3 LUFS · TP -7.5 dBTP · flat 0.164 · seam 0.458
crane_creak
Tease wobble: 12.5 % pulse bending ±3 semitones at 3 Hz ("wee-ooo-wee"), triangle under it (0.9 s).
Tease wobble (`drop.tease`): the hanging piece sways.
M -16.2 LUFS · TP -6.0 dBTP · flat 0.267
crane_creak2
Shorter, faster wobble variant (0.55 s, 5 Hz, slightly higher).
Variant of `crane_creak` (alternate randomly).
M -16.3 LUFS · TP -7.5 dBTP · flat 0.234
crane_release
Claw opens: two quick clicks (noise + pulse "tch-tk") and a short downward blip (0.18 s).
Claw lets go: start of every `drop` fall. (alias: claw_release)
M -16.3 LUFS · TP -2.1 dBTP · flat 0.441
crane_swing
Sideways slip: quick pulse "whoop" glide down-up with a noise swish (0.35 s).
Near-miss slide (`tease.taken:false`, piece slips one column), sideways claw moves.
M -16.2 LUFS · TP -4.7 dBTP · flat 0.246
pad_buttonnew
Controller button press: tiny plastic click (noise tick) + a 15 ms bright pulse blip (0.06 s).
Gamer presses a face button (every drop flick; input-log ticks). rate 0.9–1.15 for variety.
M -24.8 LUFS · TP -2.8 dBTP · flat 0.418
pad_dpadnew
D-pad tap: softer, lower click (900 Hz blip + rubber thock) (0.06 s).
D-pad tap (claw moves a column; input arrows).
M -21.6 LUFS · TP -3.5 dBTP · flat 0.407
input_ticknew
Input-log arrow pop: 25 ms 12.5 % pulse chirp sliding up (2.2 → 3.1 kHz).
Each input-log arrow that pops beside the piece during a tease.
M -24.2 LUFS · TP -2.6 dBTP · flat 0.232
mash_looploopnew
Button mashing: 14 presses per 0.5 s loop alternating two buttons (clicks + blips), slightly uneven like real mashing.
Loop while the gamer leans in and mashes (tease hover). Stop on resolve.
I -16.2 LUFS · TP -4.1 dBTP · flat 0.336 · seam 0.027
rotatenew
Rotate blip: two quick 25 % pulse chirps stepping up a fourth (0.09 s).
Piece rotates on the claw (each quarter turn).
M -16.6 LUFS · TP -2.5 dBTP · flat 0.391

Landings

land_girder
I piece lands: deepest thunk (triangle drop to 48 Hz) + low pulse "dunk" + soft grit (0.3 s).
`drop` lands, `piece.type` **I** (the Long Boi piece).
M -16.5 LUFS · TP -2.7 dBTP · flat 0.076
land_glass
O piece lands: thunk + high 12.5 % "tink" (B6) (0.25 s).
`drop` lands, **O**.
M -17.0 LUFS · TP -2.6 dBTP · flat 0.085
land_hazard
T piece lands: thunk + mid pulse blip (0.25 s).
`drop` lands, **T**.
M -16.6 LUFS · TP -2.7 dBTP · flat 0.079
land_brick
S piece lands: thunk + crunchy low-clock noise (0.25 s).
`drop` lands, **S**.
M -16.7 LUFS · TP -2.6 dBTP · flat 0.089
land_plate
Z piece lands: thunk + metallic short-mode noise "tang" (0.25 s).
`drop` lands, **Z**.
M -16.8 LUFS · TP -2.6 dBTP · flat 0.078
land_neon
J piece lands: thunk + a quick downward zap (2 kHz → 400 Hz) (0.25 s).
`drop` lands, **J**.
M -16.8 LUFS · TP -2.7 dBTP · flat 0.082
land_concrete
L piece lands: heavier thunk + low rumble grit (0.3 s).
`drop` lands, **L**.
M -16.4 LUFS · TP -2.5 dBTP · flat 0.076
hard_dropnew
Hard-drop slam: 60 ms falling pulse zip into a heavy thunk + 8-bit crunch + tiny rumble (0.45 s).
Fast/turbo slam drop (piece falls straight down), or any drop the front end wants to punch.
M -16.4 LUFS · TP -2.8 dBTP · flat 0.125

Line clears

clear_1
Single: 3-note rising pulse arpeggio D6–F#6–A6 (45 ms steps) + a high zap sweep (0.5 s).
`clear` with `lines` 1 (also each row of a BOMB `powerup`).
M -16.1 LUFS · TP -2.8 dBTP · flat 0.262
clear_2
Double: 4-note arpeggio D6–F#6–A6–D7 with an octave sparkle layer (0.6 s).
`clear` with `lines` 2.
M -16.2 LUFS · TP -3.4 dBTP · flat 0.243
clear_3
Triple: 6-note run A5–D6–F#6–A6–D7–F#7 into a short D-major pulse chord (0.9 s).
`clear` with `lines` 3.
M -16.2 LUFS · TP -5.4 dBTP · flat 0.065
clear_4
QUAD fanfare sting (2.3 s): the QUAD GOD four-note motif B5–C#6–D6–F#6 on pulse lead + FM brass, D-major brass chord, kick + sub, noise crash, sparkle arps.
`clear` with `lines` ≥ 4 (QUAD) and every Long Boi `quad`.
M -16.3 LUFS · TP -5.9 dBTP · flat 0.174

Combo ladder

combo_1
Combo ×1: two-note pulse blip (root + fifth) on step 1 of the D-major pentatonic ladder (D5).
Optional light layer on the first `clear` (combo 1).
M -16.3 LUFS · TP -2.6 dBTP · flat 0.078
combo_2
Combo ×2: two-note pulse blip (root + fifth) on step 2 of the D-major pentatonic ladder (E5).
`clear.combo` = 2.
M -16.2 LUFS · TP -2.8 dBTP · flat 0.063
combo_3
Combo ×3: two-note pulse blip (root + fifth) on step 3 of the D-major pentatonic ladder (F#5); + octave ping.
`clear.combo` = 3.
M -16.3 LUFS · TP -2.8 dBTP · flat 0.083
combo_4
Combo ×4: two-note pulse blip (root + fifth) on step 4 of the D-major pentatonic ladder (A5); + octave ping.
`clear.combo` = 4.
M -16.2 LUFS · TP -2.7 dBTP · flat 0.085
combo_5
Combo ×5: two-note pulse blip (root + fifth) on step 5 of the D-major pentatonic ladder (B5); + octave ping; + FM bell.
`clear.combo` = 5.
M -16.2 LUFS · TP -3.2 dBTP · flat 0.009
combo_6
Combo ×6: two-note pulse blip (root + fifth) on step 6 of the D-major pentatonic ladder (D6); + octave ping; + FM bell.
`clear.combo` = 6.
M -16.2 LUFS · TP -4.9 dBTP · flat 0.008
combo_7new
Combo ×7: two-note pulse blip (root + fifth) on step 7 of the D-major pentatonic ladder (E6); + octave ping; + FM bell; + sparkle.
`clear.combo` = 7. (STACKED stops at 6: map `combo_min(10, n)`.)
M -16.3 LUFS · TP -4.0 dBTP · flat 0.122
combo_8new
Combo ×8: two-note pulse blip (root + fifth) on step 8 of the D-major pentatonic ladder (F#6); + octave ping; + FM bell; + sparkle.
`clear.combo` = 8.
M -16.3 LUFS · TP -2.9 dBTP · flat 0.099
combo_9new
Combo ×9: two-note pulse blip (root + fifth) on step 9 of the D-major pentatonic ladder (A6); + octave ping; + FM bell; + sparkle; + brass triad.
`clear.combo` = 9.
M -16.3 LUFS · TP -4.8 dBTP · flat 0.089
combo_10new
Combo ×10: two-note pulse blip (root + fifth) on step 10 of the D-major pentatonic ladder (B6); + octave ping; + FM bell; + sparkle; + brass triad.
`clear.combo` = 10 or more.
M -16.3 LUFS · TP -5.3 dBTP · flat 0.100

QUAD + chains

quad_chain_2new
QUAD CHAIN ×2: chain-link clink, then the QUAD motif transposed up a tone, pulse + FM brass, brass triad hit, kick + crash, sparkle (≈1.6 s).
`quad.chainIndex` = 2 (QUAD CHAIN ×n), layered after `clear_4`.
M -16.3 LUFS · TP -7.3 dBTP · flat 0.106
quad_chain_3new
QUAD CHAIN ×3: chain-link clink, then the QUAD motif transposed up a major third, pulse + FM brass, brass triad hit, kick + crash, sparkle (≈1.6 s).
`quad.chainIndex` = 3 (QUAD CHAIN ×n), layered after `clear_4`.
M -16.2 LUFS · TP -6.9 dBTP · flat 0.120
quad_chain_4new
QUAD CHAIN ×4: chain-link clink, then the QUAD motif transposed up a fourth, pulse + FM brass, brass triad hit, kick + crash, sparkle (≈1.6 s).
`quad.chainIndex` = 4 (QUAD CHAIN ×n), layered after `clear_4`.
M -16.3 LUFS · TP -7.3 dBTP · flat 0.111
quad_chain_5new
QUAD CHAIN ×5: chain-link clink, then the QUAD motif transposed up a fifth, pulse + FM brass, brass triad hit, kick + crash, sparkle (≈1.6 s).
`quad.chainIndex` = 5 or more (QUAD CHAIN ×n), layered after `clear_4`.
M -16.3 LUFS · TP -7.4 dBTP · flat 0.102

Power-ups

pu_reveal
Generic power-up: fast per-frame rising arpeggio sweep (D5 → D7, 0.4 s) + sparkle ping on top.
`powerup` fanfare start (cell pop + 8-bit name banner), every kind. Then the per-kind `pu_sting_*`.
M -16.2 LUFS · TP -9.9 dBTP · flat 0.316
pu_sting_fillnew
FILL sting: quick five-note scale climb D5–E5–F#5–G5–A5 landing on a held D6 with vibrato ("filling up"), 0.8 s.
FILL (`kind:"GROW"`) name banner.
M -16.2 LUFS · TP -5.8 dBTP · flat 0.083
pu_sting_warpnew
WARP sting: portamento swoop up an octave and back with a duty sweep (phasey), ending on a bright double blip (0.7 s).
WARP (`kind:"SWAP"`) name banner.
M -16.2 LUFS · TP -9.8 dBTP · flat 0.172
pu_sting_bombnew
BOMB sting: crackling fuse (band-passed noise ticks) under a descending minor triad A5–F5–D5 and a low "uh-oh" triangle pair (0.9 s).
BOMB (`kind:"WRECK"`) name banner.
M -16.3 LUFS · TP -10.8 dBTP · flat 0.134
pu_sting_rumblenew
RUMBLE sting: low triangle octave trill (D2–D3, 16/s) + snare roll crescendo, then three rising pulse stabs D5–F#5–A5 (0.9 s).
RUMBLE (`kind:"QUAKE"`) name banner.
M -16.3 LUFS · TP -4.2 dBTP · flat 0.261
pu_sting_glitchnew
GLITCH sting: stuttering, bit-crushed pulse fragments at scrambled pitches that snap into a clean D-major blip pair (0.8 s).
GLITCH (`kind:"MORPH"`) name banner.
M -16.5 LUFS · TP -4.4 dBTP · flat 0.369
pu_sting_tokennew
×TOKEN sting: two coin dings (A6, D7) + FM bell "×" shimmer and a sparkle tail (0.8 s).
×TOKEN (`kind:"RIVET"`) name banner.
M -16.2 LUFS · TP -5.6 dBTP · flat 0.038
pu_grow
FILL effect: stepped rising "gulp" (pulse steps up the D-major scale every 45 ms over a rising glide) + bubbly blips, locking with a thunk (1.0 s).
FILL effect (`kind:"GROW"`): cells grow in. Picked up by `Audio.cue("pu_grow")`.
M -16.2 LUFS · TP -9.4 dBTP · flat 0.145
pu_swap
WARP effect: "zwip" up-sweep, 120 ms gap with a warble, "zwop" down-sweep, small pop (0.8 s).
WARP effect (`kind:"SWAP"`): block teleports `from` → `to`.
M -16.3 LUFS · TP -2.8 dBTP · flat 0.428
pu_quake
RUMBLE effect (1.5 s): dark low-clock LFSR rumble pulsing at 8 Hz + triangle sub wobble + three heavy thumps + debris ticks.
RUMBLE effect (`kind:"QUAKE"`): column gravity, board shakes.
M -16.4 LUFS · TP -4.2 dBTP · flat 0.081
pu_morph
GLITCH effect (1.0 s): sample-and-hold random-pitch 12.5 % pulse at 30 steps/s, bit-crushed, chopped by a stutter gate, resolving into a clean rising blip.
GLITCH effect (`kind:"MORPH"`): a cell scrambles into another piece colour.
M -16.2 LUFS · TP -5.5 dBTP · flat 0.193
pu_wreck
BOMB effect (2.2 s): fuse crackle with a rising whistle for 0.7 s, then a big 8-bit explosion (falling-clock noise + sub drop + crunch) with debris blips.
BOMB effect (`kind:"WRECK"`): the blast lands at **0.7 s** — sync the row smash there.
M -16.2 LUFS · TP -4.2 dBTP · flat 0.208
pu_rivet
×TOKEN effect: metallic "chink" (short-mode noise) + stamp thunk + coin ding arpeggio up (0.6 s).
×TOKEN effect (`kind:"RIVET"`): token stamps onto the board.
M -16.2 LUFS · TP -5.5 dBTP · flat 0.140
rivet_single
One token tick: short metallic chink + single coin ding (0.25 s).
Each ×TOKEN placed / each "×n" tick of the token banner (and finale tokens). (alias: token_tick)
M -16.2 LUFS · TP -4.0 dBTP · flat 0.007
charged_hum_looploop
Charged row glow: soft D3 50 % pulse with slow PWM + triangle an octave down + 4 Hz shimmer, seamless 1.5 s loop.
Loop while charged rows glow (full rows left by FILL/RUMBLE/WARP until the next `clear`).
I -16.4 LUFS · TP -4.9 dBTP · flat 0.064 · seam 0.094

Tease

beeper
Target lock-on: three 50 % pulse beeps E6, E6, A6 (last one higher), 90 ms each, 0.26 s apart (0.85 s).
`drop.tease` hover: 3 lock-on beeps (same key `Audio.beeper()` looks for).
M -16.1 LUFS · TP -11.8 dBTP · flat 0.010
beeper_looploop
Lock-on beep loop: one 50 % pulse E6 beep + gap, seamless 0.5 s loop.
Hold during a long tease hover or the 2-crown anticipation; stop on resolve.
I -16.1 LUFS · TP -7.7 dBTP · flat 0.035 · seam 0.008
beeper_synth_looploop
Radar ping loop: soft triangle+pulse ping A5 with two echoes, seamless 0.8 s loop.
Alternative softer hover loop (radar ping) instead of `beeper_loop`.
I -16.3 LUFS · TP -2.7 dBTP · flat 0.090 · seam 0.031
tease_heartbeatloop
Heartbeat: chip lub-dub (triangle/sine thumps 60/50 Hz with a noise tap), seamless 0.9 s loop (~67 bpm).
Loop during the `drop.tease` hover (with `beeper`).
I -16.3 LUFS · TP -2.8 dBTP · flat 0.074 · seam 0.093
tease_slowmo
Time slows (1.1 s): a D-major per-frame arpeggio whose step rate slows down while the whole chord glides down an octave, low-passing as it falls.
Entering the tease slow-motion (camera nudges in).
M -16.1 LUFS · TP -8.5 dBTP · flat 0.113
tease_lock
Brackets lock: two clamp ticks, then a bright "ch-ching" (D6 + A6 pulse chord) with an echo (0.55 s).
`tease.taken:true`: target brackets lock on the perfect spot, right before the payoff drop.
M -16.2 LUFS · TP -7.1 dBTP · flat 0.031
nearmiss
Near-miss "whomp": falling pulse+triangle glide (420 → 75 Hz) with a heavy body, a smaller second "womp", deflating noise (0.9 s).
`tease.taken:false`: after the slip to the real spot (the gamer grabs his head).
M -16.4 LUFS · TP -5.6 dBTP · flat 0.055
tease_riser_looploopnew
Endless riser: a chip Shepard tone (five 12.5 % pulse octaves gliding up one octave per loop, bell-shaped level so it never tops out) + 8 ticks per loop. Seamless 2.0 s loop.
Tension bed while a tease / 2-crown anticipation holds; crossfade out on resolve.
I -16.2 LUFS · TP -4.7 dBTP · flat 0.101 · seam 0.07

Big moments

perfect_clear
Perfect clear (2.2 s): sparkling D-major pulse arpeggio up two octaves, FM bell chord, echo shimmer and a soft crash.
`perfectClear`.
M -16.3 LUFS · TP -6.2 dBTP · flat 0.161
longboi_fall
LONG BOI falling: classic falling whistle (50 % pulse 1.9 kHz → 260 Hz over 0.9 s) with rising wind noise.
`quad` / Long Boi: the gold I piece starts falling (0.9 s), then `longboi_slam` on impact.
M -16.5 LUFS · TP -12.1 dBTP · flat 0.120
longboi_slam
LONG BOI slam (2.6 s): kick + sub boom + 8-bit explosion, D power chord (pulse stack + triangle D2), noise crash, then a two-note FM brass "LONG-BOI" call (D4 → A4).
Long Boi impact (then `clear_4` for the QUAD).
M -16.3 LUFS · TP -3.1 dBTP · flat 0.170
longboi_alarmnew
LONG BOI INCOMING alarm (1.7 s): two cycles of an 8-bit klaxon (50 % pulse alternating A5/E5 at 8 Hz over a sweeping siren).
"LONG BOI INCOMING" banner (one-shot). For a held alarm use `overload_alarm_loop`.
M -16.3 LUFS · TP -8.9 dBTP · flat 0.085
levelup
Multiplier up: three rising pulse notes A5–C#6–E6 into a held A6 with echo + kick (1.0 s).
`multStep` (generic). Prefer `mult_step_1..5` by ladder rung.
M -16.2 LUFS · TP -6.6 dBTP · flat 0.036
mult_step_1new
Multiplier step to ×2: major arpeggio + held octave, rooted a step higher each rung (≈1.2 s).
`multStep` to ×2 (ALL-NIGHTER ladder rung 1; finale ladder: rung min(5, step)).
M -16.3 LUFS · TP -4.9 dBTP · flat 0.079
mult_step_2new
Multiplier step to ×3: major arpeggio + held octave, rooted a step higher each rung, crash (≈1.2 s).
`multStep` to ×3 (ALL-NIGHTER ladder rung 2; finale ladder: rung min(5, step)).
M -16.3 LUFS · TP -6.3 dBTP · flat 0.156
mult_step_3new
Multiplier step to ×5: major arpeggio + held octave, rooted a step higher each rung, FM brass doubling, crash (≈1.2 s).
`multStep` to ×5 (ALL-NIGHTER ladder rung 3; finale ladder: rung min(5, step)).
M -16.2 LUFS · TP -6.8 dBTP · flat 0.181
mult_step_4new
Multiplier step to ×8: major arpeggio + held octave, rooted a step higher each rung, FM brass doubling, crash, sparkle (≈1.2 s).
`multStep` to ×8 (ALL-NIGHTER ladder rung 4; finale ladder: rung min(5, step)).
M -16.2 LUFS · TP -5.3 dBTP · flat 0.187
mult_step_5new
Multiplier step to ×10: major arpeggio + held octave, rooted a step higher each rung, FM brass doubling, crash, sparkle, sub boom (≈1.2 s).
`multStep` to ×10 (ALL-NIGHTER ladder rung 5; finale ladder: rung min(5, step)).
M -16.2 LUFS · TP -5.6 dBTP · flat 0.251
retrigger
+Spins: two quick rising arpeggios (D–F#–A–D, then E–G#–B–E) and a bright chord blip (1.1 s).
`retrigger` (+3 spins: "the clock pushes past dawn").
M -16.2 LUFS · TP -6.4 dBTP · flat 0.079
overload_alarm_looploop
8-bit siren: 25 % pulse sweeping 600 ↔ 950 Hz twice per loop + klaxon blips on the beat, seamless 1.6 s loop.
Held alarm while LONG BOI INCOMING hangs over the open column (STACKED: TOP OUT danger). Stop on the drop.
I -16.2 LUFS · TP -7.9 dBTP · flat 0.040 · seam 0.147
overload_detonate
8-bit chain explosion (3 s): three booms rolling into each other, debris blips, long falling-clock rumble.
STACKED TOP OUT detonation; in QUAD GOD use for the biggest BOMB / trophy-stack blow-up if wanted.
M -16.3 LUFS · TP -3.9 dBTP · flat 0.103
ceiling_break
Break-through (2.0 s): smash (noise crunch + thump), shattering glitter blips, then a big rising per-frame arpeggio warp.
STACKED TOP OUT ceiling break; in QUAD GOD free for the dawn break-through / any "level up through the roof" moment.
M -16.4 LUFS · TP -5.5 dBTP · flat 0.380

Bonus

bonus_triggernew
Bonus trigger fanfare (2.8 s): snare roll, the QUAD motif on pulse + FM brass in D, a G–A–D brass cadence, kick, crash and sparkle.
`bonusTrigger` (3 crowns → ALL-NIGHTER, 4+ → TOURNAMENT, or a buy), before the intro card.
M -16.3 LUFS · TP -5.9 dBTP · flat 0.118
bonus_intro_longboi
ALL-NIGHTER intro (3.2 s): three night-time FM bell chimes (C6–Ab5–F5), a dreamy F-minor 12.5 % arpeggio rising, then a riser into a hit (kick + Fm chord).
ALL-NIGHTER intro card (`bonusStart` `bonus:"allnighter"`; STACKED key for its first bonus). (alias: allnighter_intro)
M -16.3 LUFS · TP -4.0 dBTP · flat 0.100
bonus_intro_topout
TOURNAMENT intro (3.0 s): two ominous FM brass D-minor hits with sub thumps, a snare roll, then a "versus" slam (boom + Dm power chord + crash).
TOURNAMENT intro card (`bonusStart` `bonus:"tournament"`; STACKED key for its second bonus). (alias: tournament_intro)
M -16.3 LUFS · TP -4.1 dBTP · flat 0.244
bonus_outro
Bonus over (2.4 s): a falling-then-rising pulse phrase (A6–F#6–D6 … E6–F#6–D6) over G–A–D triangle bass, ending on a soft D chord with echo.
`bonusEnd` (outro card / count-up start).
M -16.3 LUFS · TP -6.5 dBTP · flat 0.075
shift_start
Clock-in: chip "ka-chunk" (two thunks) + a short 50 % buzzer (A3+Bb3 for 0.3 s) (0.7 s).
STACKED DOUBLE SHIFT start (no QUAD GOD equivalent; kept so the fork never misses a key).
M -16.3 LUFS · TP -7.8 dBTP · flat 0.050
shift_roll
Soft ratchet: four quick descending ticks (0.3 s).
STACKED DOUBLE SHIFT roll (no QUAD GOD equivalent).
M -16.3 LUFS · TP -1.8 dBTP · flat 0.184
shift_end
Buzzer + two short whistle blips (0.8 s).
STACKED DOUBLE SHIFT end (no QUAD GOD equivalent).
M -16.6 LUFS · TP -14.5 dBTP · flat 0.022

ALL-NIGHTER

clock_ticknew
Digital clock tick: 10 ms square tick at 1 kHz + plastic click (0.06 s).
The red digital clock advances (each `fsSpin`, before the drops).
M -23.1 LUFS · TP -3.0 dBTP · flat 0.225
clock_flipnew
Clock flip: two-blip digital chirp (B5 → E6) (0.15 s).
Clock digits flip to the new time (`fsSpin.clock`), right after `clock_tick`.
M -16.2 LUFS · TP -5.3 dBTP · flat 0.024
clock_tick_looploopnew
Tick-tock: alternating 1.2 kHz / 900 Hz clock ticks (pulse + triangle body, faint slap echo) twice a second, seamless 1.0 s loop.
Optional quiet tick-tock bed in pauses (intro card, between spins).
I -16.4 LUFS · TP -2.5 dBTP · flat 0.047 · seam 0.012
dawn_chimenew
Alarm-clock dawn (3.2 s): 1 s of 8-bit alarm bell (FM bell + pulse trilling at 16 Hz), then a bright sunrise D-major arpeggio climbing to a held chord with sparkle.
Last spin / 6:00 AM: dawn light (and `bonusEnd` of ALL-NIGHTER if the night ends).
M -16.3 LUFS · TP -6.8 dBTP · flat 0.086

TOURNAMENT

hit_jabnew
Jab: noise smack + short falling pulse blip + punchy thump (0.25 s).
`hit` with `source:"clear"`, `lines` 1–3 (jab), as damage flies to the rival HP bar. rate up for 2/3 lines.
M -19.8 LUFS · TP -2.4 dBTP · flat 0.084
hit_specialnew
SPECIAL MOVE (1.3 s): 0.35 s charge-up (rising pulse + noise), then a huge hit (crunch + boom + high zap) with a ringing echo.
`hit` with `source:"quad"` (SPECIAL MOVE cut-in).
M -16.3 LUFS · TP -2.9 dBTP · flat 0.330
hp_drainnew
HP drain: 10 quick descending blips (25 % pulse, a semitone apart) (0.8 s).
Rival HP bar drains after a `hit` (one-shot, ≈0.8 s).
M -16.2 LUFS · TP -2.6 dBTP · flat 0.147
hp_drain_looploopnew
HP drain loop: 25 % "bloop" blips at 10/s alternating E6/C#6, seamless 0.4 s loop.
Loop while a long HP drain animates (big hits / finale); stop when the bar settles.
I -16.1 LUFS · TP -4.0 dBTP · flat 0.042 · seam 0.011
ko_bellnew
Boxing-style bell (1.6 s): three fast FM bell strikes (inharmonic 2.76 ratio, ringing) — ding-ding-ding.
`ko`: the freeze — three bell strikes (with `crowd_roar`).
M -16.3 LUFS · TP -9.4 dBTP · flat 0.001
crowd_roarnew
Crowd roar (3 s), built only from noise: 18 formant-filtered LFSR "voices" swelling in and out, scattered claps and three chip whistles.
`ko` (with `ko_bell`), big SPECIAL hits, `champion`.
M -16.2 LUFS · TP -4.7 dBTP · flat 0.228
crowd_roar_looploopnew
Crowd bed: the same noise-built crowd as a seamless 3.0 s loop (all swells and claps wrap).
Arena bed under the KO celebration / trophy finale; fade in/out 0.3 s.
I -16.2 LUFS · TP -4.3 dBTP · flat 0.226 · seam 0.094
ko_hitnew
K.O. impact (1.6 s): huge crunch + boom, then the sound "freezes" (a held, bit-crushed pulse drone dropping away) with a ringing high blip.
`ko`: the "K.O.!" impact on the freeze frame (before `ko_bell`).
M -16.3 LUFS · TP -3.1 dBTP · flat 0.289
decisionnew
Judges' decision (2.8 s): 1.4 s snare-roll crescendo, three card-flip blips (rising), then a neutral-bright resolving chord (G → D) on pulse + brass.
`decision`: spins ran out — judges' cards.
M -16.4 LUFS · TP -2.8 dBTP · flat 0.124
round_readynew
"READY": two 50 % pulse alert tones A5 → D6 with a shimmer (0.6 s).
`matchStart`: the "READY" banner (no voice).
M -16.2 LUFS · TP -7.4 dBTP · flat 0.040
round_fightnew
"FIGHT": harsh D power-chord hit (pulse stack + triangle), noise burst, kick and an upward zap (0.8 s).
The "FIGHT" banner right after `round_ready` (no voice).
M -16.3 LUFS · TP -2.7 dBTP · flat 0.324
bracket_advancenew
Bracket advance (1.0 s): 8-step rising 16th blip run (line drawing) + a lock-in D–A chord blip.
Bracket screen between matches: the line advances to the next round.
M -16.3 LUFS · TP -6.1 dBTP · flat 0.110
walkout_stingnew
Rival walk-out (1.8 s): swelling noise into an ominous FM brass D-minor (add ♭6) stab with triangle low D and a tom pair.
Rival walk-out card (name, portrait, taunt).
M -16.3 LUFS · TP -4.2 dBTP · flat 0.050
glitch_corruptnew
Glitch corruption (0.6 s): bit-crushed stutter of scrambled blips + digital noise bursts + a down-pitched "pop".
`glitch` (THE LEGEND): per corrupted cell (flicker + pop in/out).
M -16.3 LUFS · TP -1.8 dBTP · flat 0.439
trophy_fanfarenew
Trophy fanfare (≈5.5 s): F-major FM brass anthem phrase (C–F–A–C … ) doubled by a pulse lead, march bass, kick/snare, crashes, sparkle.
`finale` (TROPHY SPIN) intro, before the trophy music.
M -16.4 LUFS · TP -4.7 dBTP · flat 0.110
champion_fanfarenew
WORLD CHAMPION (≈9 s): snare roll, the full F-major anthem (two phrases up to F6) on FM brass + pulse + octave pulse, Dm–Bb–F cadence, boom, crowd roar, sparkle shower.
`champion` (WORLD CHAMPION, 10,000× max win) only.
M -16.4 LUFS · TP -4.0 dBTP · flat 0.125

Wins

win_big
BIG WIN (≈3 s): NES fanfare: pulse lead A–B–C# pickup → D, A, D → held F#6 with vibrato, triangle bass, noise snare roll + crash, pulse chord stabs.
BIG WIN ≥ 15× (only when the round total beats its cost).
M -16.2 LUFS · TP -5.4 dBTP · flat 0.127
win_super
SUPER WIN (≈3.2 s): the answering phrase, one step up (G–F#–E → F#, D, E → A6 over G–A–D), with octave + echo pulse voices; same key and tempo as BIG so it stacks on its tail.
SUPER WIN ≥ 30×.
M -16.2 LUFS · TP -5.2 dBTP · flat 0.152
win_mega
MEGA WIN (≈3.6 s): the QUAD motif phrase climbing to D7, now with 16-bit FM brass chords under the pulse voices + heavier kick/crash.
MEGA WIN ≥ 50×.
M -16.2 LUFS · TP -6.0 dBTP · flat 0.130
win_epic
EPIC / MAX WIN (≈4.5 s): key lift to E major (C#–D#–E → G#, F#, G#, B → E7) on pulse + FM brass, sub boom and a sparkle shower.
EPIC ≥ 100× and MAX.
M -16.2 LUFS · TP -5.5 dBTP · flat 0.134
coin_shower
8-bit coin burst (1.4 s): ~16 coin dings (triad flick into a ringing top note) on D-major pentatonic pitches, dense then thinning, with echo.
Gold pops / `setWin` once the cumulative win beats the bet; under win tiers.
M -16.2 LUFS · TP -3.3 dBTP · flat 0.201
coin_shower_looploop
Coin tally loop: 12 coin dings per second cycling a rising 4-note pattern (E6, F#6, A6, B6), seamless 1.0 s loop.
Loop under long win count-ups; stop with `countup_end`. (alias: coin_tally_loop)
I -16.2 LUFS · TP -7.0 dBTP · flat 0.161 · seam 0.065
countup_tick
Count-up tick: tiny single coin blip (A6, 45 ms).
Each count-up step (rate-limit to ~15/s; `Audio.tick()`).
M -19.2 LUFS · TP -2.8 dBTP · flat 0.026
countup_end
Count-up lands: "ka-ching": stamp thunk + D-major chord ding (pulse + FM bell) (0.8 s).
Count-up lands on `finalWin.amount`.
M -16.2 LUFS · TP -3.6 dBTP · flat 0.002

UI

ui_click
Button click: short 2 kHz pulse click + tick + tiny body (0.05 s).
Buttons.
M -21.8 LUFS · TP -2.6 dBTP · flat 0.179
ui_tick
Menu tick: short 25 % blip at 2.6 kHz with a soft octave-down tick (0.04 s).
Sliders, menu steps (STACKED also uses it for bet ±; prefer `bet_up` / `bet_down`).
M -22.6 LUFS · TP -2.6 dBTP · flat 0.082
ui_open
Panel open: two-note up blip (E5 → B5) (0.14 s).
Open buy / autoplay / rules / menu panels.
M -16.2 LUFS · TP -2.5 dBTP · flat 0.066
ui_error
Not allowed: low 50 % pulse double buzz (Bb3, 2× 0.09 s).
Disabled action / insufficient balance.
M -16.4 LUFS · TP -8.0 dBTP · flat 0.022
bet_upnew
Bet up: two-note rising blip (A5 → D6) (0.1 s).
Bet + (replace `ui_tick` on `betUp`).
M -16.5 LUFS · TP -2.5 dBTP · flat 0.089
bet_downnew
Bet down: two-note falling blip (D6 → A5) (0.1 s).
Bet − (replace `ui_tick` on `betDown`).
M -16.5 LUFS · TP -2.7 dBTP · flat 0.093
buy_confirmnew
Buy confirm (0.7 s): coin-in ding + insert "chunk" + a quick D-major confirm arpeggio.
Bonus buy confirmed (before `bonusTrigger`).
M -16.2 LUFS · TP -5.7 dBTP · flat 0.095
spin_pressnew
Spin press: chunky start blip (pulse glide 300 → 900 Hz) + body thump + a small high tick (0.12 s).
SPIN pressed (optional; STACKED plays nothing here).
M -16.5 LUFS · TP -2.8 dBTP · flat 0.105
returned_tick
Neutral soft tok: triangle pluck at 600 Hz, no sparkle (0.12 s).
"RETURNED $X" (0 < win < cost): this tick only, no fanfare, no coins.
M -17.2 LUFS · TP -2.7 dBTP · flat 0.170

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