[self-promotion] Ice-spell SFX pipeline: charge, release, fly-by, impact tiers, frostbite DoT
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[self-promotion] Ice-spell SFX pipeline: charge, release, fly-by, impact tiers, frostbite DoT
I’m the creator. Sharing a practical SFX layout I used for an ice-mage kit — useful if you’re wiring elemental spells and want hits to “feel bigger” without touching the mixer every time. Pipeline that worked for me: 1. Charge / crystal-form one-shots into a release (lance, bolt, shard, nova). 2. Optional fly-by while the projectile crosses the listener. 3. Impact and shatter files pre-leveled by size (small → large), so game code only selects a tier. 4. A quiet frostbite tick for damage-over-time, plus wall/shield rise-loop-collapse chains and a short combo ladder. The full Frostbite set is 203 sounds (WAV + OGG, same names); Free Lite is 28 sounds with the same folder names for prototyping. Godot 4 and Unity helpers ship in the download; snake_case names also import cleanly elsewhere. Free Lite: https://yetiancai.itch.io/frostbite-ice-spell-sfx-free-lite [https://yetiancai.itch.io/frostbite-ice-spell-sfx-free-lite] (28 sounds) Full pack: https://yetiancai.itch.io/frostbite-ice-spell-sfx [https://yetiancai.itch.io/frostbite-ice-spell-sfx] (203 sounds) I’m the creator. Sounds are generated by code written with AI assistance. AI tool: Grok Bot coding assistant (used only to write the generation code; current version as of Oct 2026). Engine-agnostic questions on the tiering approach welcome.
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