Retro SFX – 40 8-bit Sounds x 3 Variations
Retro SFX is 40 original retro (8-bit style) sound effects for UI, pickups, the player, combat ... The 40 sounds ... Player (8): jump, double jump, land, footstep, dash, hurt, death, shield on
by The_KnightShift
Price History +
Key features
- 40 original retro sounds x 3 variations = 120 WAV files
- 6 categories: UI, pickups, player, combat, world, jingles
- 40 RetroSfxSound assets: random variation per play, no immediate repeats, optional pitch jitter
- Demo scene: a button per sound (OnGUI, no input package needed)
- Import settings already set in every .meta file for short sound effects (Decompress On Load, PCM)
- Loudness matched per category; peaks at most -1 dBFS; click-free starts and ends
- sound_list.csv with every file's length and a description
- Offline PDF documentation
Technical details
- Audio: 120 WAV files, mono, 16-bit PCM, 44.1 kHz, 0.035 to 1.44 s each, 4,162,164 bytes in all.
- Loopable: no (one-shot sound effects).
- Loudness targets (short-term RMS, 50 ms window): UI -15, pickup, player and world -12, combat -10, jingles -11 dBFS, each file within 1 dB of its target or held lower by the -1 dBFS peak ceiling.
- 40 RetroSfxSound ScriptableObject assets (Sounds/), 1 demo scene (Demo/RetroSFX_Demo.unity).
- Scripts: 3 C# files in 2 assembly definitions (TheKnightShift.RetroSFX and TheKnightShift.RetroSFX.Demo), namespace TheKnightShift.RetroSFX. C# 9 or older, UnityEngine audio and IMGUI APIs only, no package dependencies.
- Documentation: Documentation/RetroSFX_Documentation.pdf (6 pages), README.txt.
- Everything installs under Assets/TheKnightShift/RetroSFX.
- No OGG files: Unity re-encodes every clip from its source on import, so the WAVs are all you need.
Retro SFX is 40 original retro (8-bit style) sound effects for UI, pickups, the player, combat, the world and short jingles. Every sound comes in 3 variations, about a semitone apart in pitch and with different noise (the same sound, slightly re-pitched, not different takes), so a coin collected ten times in a row doesn't machine-gun: 120 WAV files in all.
For each sound there is a ready-made RetroSfxSound asset that holds its 3 variations. Call jump.Play(audioSource) from your script, and it plays a random variation, never the same one twice in a row, with optional pitch jitter for even more variety. The scripts are optional: every WAV is a plain AudioClip you can drag onto any AudioSource.
Quick start: open Demo/RetroSFX_Demo.unity, press Play and click any of the 40 buttons.
The 40 sounds
- UI (8): click, hover, confirm, cancel, error, open, close, text blip
- Pickups (6): coin, double coin, gem, pickup, power-up, health
- Player (8): jump, double jump, land, footstep, dash, hurt, death, shield on
- Combat (8): short laser, heavy laser, blaster, hit, heavy hit, explosion, small explosion, enemy death
- World (6): door open, switch, teleport, descend (pipe / stairs), spring, chest open
- Jingles (4): level up, game over, victory, secret
All melodies are original. Loudness is matched within each category, peaks are at most -1 dBFS, and every file starts and ends cleanly (no clicks) with no DC offset. The sounds are synthesised at 16x the sample rate and filtered down, so pitch sweeps don't alias.
Import settings are already set in every .meta file: Decompress On Load, PCM (the clips play exactly as made, about 4.2 MB for all 120), Preload Audio Data on, sample rate preserved. Offline PDF documentation covers setup, the script API and the full sound list.