# voxel-experiment audio preview — 2026-06-10 Rendered from main @ 6e31491 (M1a merged). Everything here is a placeholder for feel-review; nothing is hand-tuned by ear yet. ## music/ The three tracker modules (`data/music/*.xm`), full mix: - `overworld.wav` — D dorian, 100 BPM, 1:46 loop - `underground.wav` — **v2, 2026-06-11**: Terraria-Underground-inspired recomposition. E minor w/ chromatic color, 70 BPM, 1:50 loop; echoing cave-celesta motif, hollow bed, distant booms. - `underground-v1-scrapped.wav` — the original, kept for A/B; deleted after comparison. - `menu.wav` — F lydian, 92 BPM, 0:42 loop `music-layers/underground-bed.wav` (bed alone) and `-color.wav` (bed+celesta motif) are the v2 stack previews. Regenerate: `bun scripts/audio/render-wav.ts` in the repo. ## music-layers/ Overworld rendered at each additive layer stack (this is what the in-game director will fade between based on surroundings): - `overworld-bed.wav` — bed only (default playing state) - `overworld-color.wav` — bed + color (melody/arp) - `overworld-depth.wav` — + depth drones - `overworld-danger.wav` — + danger percussion (full mix) ## sfx/ The starter procedural set (ZzFX-style params in `client/src/audio/sounds.ts`, rendered at 44.1 kHz mono). In-game these get ±pitch/gain jitter per play; these renders are the nominal take: ui-click, tool-dig, tool-place, grab-start, grab-throw, and one footstep per material class (stone/dirt/wood/metal/liquid).