feat: deepen audiovisual story immersion
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@@ -67,6 +67,23 @@ The source files in this section were downloaded from their official Pixabay det
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All three cues were silence-trimmed, resampled to 48 kHz stereo MP3, fade-in/out processed, and high-pass and low-pass filtered. Recovery was reduced to approximately 1.9 seconds, reward reveal to 1.4 seconds, and burn damage to 0.7 seconds so feedback begins promptly and does not mask the next action.
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## Derived Terrain Movement One-shots
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The following short movement clips were derived in-project on 2026-07-23 from the two Pixabay-licensed recordings already listed under Sound Effects. No additional recording was introduced. Each derivative retains the original creator and Pixabay detail-page URL in its MP3 artist/comment metadata, as well as in this document.
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| Project files | Terrain role | Parent project file | Original creator | Original source |
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| --- | --- | --- | --- | --- |
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| `src/assets/audio/sfx/footstep-earth-{1,2}.mp3` | Foot movement on earth, plain, hill, or camp | `src/assets/audio/sfx/footstep-walk.mp3` | vgraham1 (Freesound) | https://pixabay.com/sound-effects/film-special-effects-walking-through-grass-80308/ |
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| `src/assets/audio/sfx/footstep-stone-{1,2}.mp3` | Foot movement on road, stone, fort, village, or cliff | `src/assets/audio/sfx/footstep-walk.mp3` | vgraham1 (Freesound) | https://pixabay.com/sound-effects/film-special-effects-walking-through-grass-80308/ |
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| `src/assets/audio/sfx/footstep-wood-{1,2}.mp3` | Foot movement through forest or across a wooden bridge | `src/assets/audio/sfx/footstep-walk.mp3` | vgraham1 (Freesound) | https://pixabay.com/sound-effects/film-special-effects-walking-through-grass-80308/ |
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| `src/assets/audio/sfx/footstep-wet-{1,2}.mp3` | Foot movement through river, water, marsh, or swamp | `src/assets/audio/sfx/footstep-walk.mp3` | vgraham1 (Freesound) | https://pixabay.com/sound-effects/film-special-effects-walking-through-grass-80308/ |
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| `src/assets/audio/sfx/hoof-earth-{1,2}.mp3` | Mounted movement on earth, plain, hill, or camp | `src/assets/audio/sfx/horse-gallop.mp3` | DRAGON-STUDIO | https://pixabay.com/sound-effects/nature-horse-gallop-sfx-339736/ |
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| `src/assets/audio/sfx/hoof-stone-{1,2}.mp3` | Mounted movement on road, stone, fort, village, or cliff | `src/assets/audio/sfx/horse-gallop.mp3` | DRAGON-STUDIO | https://pixabay.com/sound-effects/nature-horse-gallop-sfx-339736/ |
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| `src/assets/audio/sfx/hoof-wood-{1,2}.mp3` | Mounted movement through forest or across a wooden bridge | `src/assets/audio/sfx/horse-gallop.mp3` | DRAGON-STUDIO | https://pixabay.com/sound-effects/nature-horse-gallop-sfx-339736/ |
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| `src/assets/audio/sfx/hoof-wet-{1,2}.mp3` | Mounted movement through river, water, marsh, or swamp | `src/assets/audio/sfx/horse-gallop.mp3` | DRAGON-STUDIO | https://pixabay.com/sound-effects/nature-horse-gallop-sfx-339736/ |
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The derivatives are 0.34-0.48 second one-shots. They were excerpted from separate points in the parent recordings, resampled to 48 kHz stereo MP3, given 8 ms attack and 55 ms release fades, terrain-specific EQ, and conservative loudness/peak balancing. Runtime playback uses two-clip no-repeat pools per terrain and separate foot/hoof pools. Existing combat pools also use per-track gain compensation derived from integrated loudness measurements so randomized variants do not jump sharply in perceived level.
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## Sound Effects
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| Project file | Pixabay title | Creator | Source |
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