Nine one-shot effects on the play flow and one ambient loop, both on by default and mutable independently from every header. lib/audio.js owns the single AudioContext, the decoded-buffer cache and the two preferences. Those preferences live in module variables mirrored into localStorage rather than read back from it: a private window throws on both read and write, and re-reading before each sound turned a mute that could not be persisted into a mute that never happened. The gesture listeners stay registered for the life of the page. They open the context on the first interaction, but they are also the only thing that resumes one the browser suspended -- removing them after the first gesture left the game silent for the rest of a session once a phone had been locked. MusicPlayer mounts in the root layout, not in a page, so walking from the menu into a round does not tear down and restart the loop. It loops a decoded buffer rather than an <audio> element, which returns to sample zero and so has no seam. The game header has no room below sm for a second pair of 44px cells beside ThemeToggle's three, so sound collapses there to one mute-everything switch. Both variants stay mounted and subscribe to the preferences, or crossing the breakpoint would reveal a control showing its mount-time state. Assets are CC0 throughout, from Kenney and OpenGameArt, with per-file provenance in public/audio/SOURCES.md. The loop was chosen on a measurement: its first and last 250ms sit within 0.5dB, so the loop point carries continuous energy.
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Audio sources and licenses
Every file in this directory is CC0 1.0 Universal (public domain dedication). No attribution is legally required; the Credits page names the authors anyway, as it does for every other asset in this project.
Licenses on asset sites are per file, not per site. This table is the audit trail: one row per shipped file, naming the exact upstream source. Add a row before adding a file.
Downloaded 2026-09-09.
Sound effects
Kenney's packs ship as 44.1 kHz stereo Ogg Vorbis. Each file here is RMS-normalised to −18 dBFS, limited to −1 dBFS peak, downmixed to mono and encoded as 112 kbps MP3 — the raw sources span 16 dB, which would leave the click inaudible beside the submit sound.
| File | Role | Upstream file | Pack | Author | License | Source |
|---|---|---|---|---|---|---|
click.mp3 |
Navigational buttons | click2.ogg |
UI Audio | Kenney | CC0 1.0 | https://kenney.nl/assets/ui-audio |
pin.mp3 |
Guess marker dropped | drop_002.ogg |
Interface Sounds | Kenney | CC0 1.0 | https://kenney.nl/assets/interface-sounds |
submit.mp3 |
Guess submitted | maximize_002.ogg |
Interface Sounds | Kenney | CC0 1.0 | https://kenney.nl/assets/interface-sounds |
skip.mp3 |
Round skipped | minimize_002.ogg |
Interface Sounds | Kenney | CC0 1.0 | https://kenney.nl/assets/interface-sounds |
next.mp3 |
Next round | open_001.ogg |
Interface Sounds | Kenney | CC0 1.0 | https://kenney.nl/assets/interface-sounds |
error.mp3 |
Panorama or submit failure | error_004.ogg |
Interface Sounds | Kenney | CC0 1.0 | https://kenney.nl/assets/interface-sounds |
great.mp3 |
Result, 4-5 points | jingles_PIZZI02.ogg |
Music Jingles | Kenney | CC0 1.0 | https://kenney.nl/assets/music-jingles |
good.mp3 |
Result, 1-3 points | jingles_PIZZI12.ogg |
Music Jingles | Kenney | CC0 1.0 | https://kenney.nl/assets/music-jingles |
poor.mp3 |
Result, 0 points | jingles_PIZZI14.ogg |
Music Jingles | Kenney | CC0 1.0 | https://kenney.nl/assets/music-jingles |
submit.mp3 and skip.mp3 are the same sound in opposite directions —
Kenney's maximize_002 rises, minimize_002 falls. Sending a guess and
abandoning one are mirror actions, so they get mirror sounds.
Music
| File | Track | Author | License | Source |
|---|---|---|---|---|
music.webm |
Ambient Relaxing Loop | isaiah658 | CC0 1.0 | https://opengameart.org/content/ambient-relaxing-loop |
music.mp3 |
Ambient Relaxing Loop | isaiah658 | CC0 1.0 | https://opengameart.org/content/ambient-relaxing-loop |
One 24.5-second loop, shipped twice: Opus in WebM for current browsers, MP3 for Safari below 18.4, which cannot decode Opus in WebM. Both are encoded from the upstream WAV with no level change — the app plays the bed at 0.15 gain.
The track was chosen on a measurement rather than a hunch: its first and last 250 ms sit within 0.5 dB of each other, so the loop point carries continuous energy. The two longer OpenGameArt candidates that were also auditioned (Contemplation, Daydream) fade in from and out to silence — 29 dB and 74 dB apart across the seam — and would drop out audibly on every repeat.
MP3 loop caveat: MP3 carries encoder padding that decodeAudioData renders
as silence, so the fallback path can have a short gap at the loop point. Only
Safari below 18.4 takes that path.