58STICKBASH · KILL LIBRARY · SOUND KIT
Page 58 · the kill library · kit · real sound

THESOUND KIT

Every kill on page 58 now sounds like the game, heavy and wet, synced to the frame. The library mixes the game’s own mastered SFX with new kill-cam sounds made for these pages. Tap any pad to hear it; tap again for the next variant. Loops and beds toggle on and off.

YOU SAID“very brutal, literally very very brutal”
YOU SAID“maximize token usage, i want bestest animations”
MASTER OUTtap a pad
Browsers start audio on a tap. Nothing plays until you press a pad.
1

THE LIBRARY

Every clip in sfx/, grouped the way the kills use them. GAME = the game’s own SFX, NEW = made for the kill pages (ElevenLabs), mastered to one loudness and encoded small for the web. The dots are the round-robin variants: long bursts never repeat one sample.

2

LAYERED CUES

What a kill actually fires: each cue stacks clips with offsets, a pitch spread and a reverb send. The shared tools fire them automatically; builders call s.snd(t, 'cue') for bespoke moments.

3

HOW IT PLAYS

The sound engine rides the kill’s film clock, so sound and picture never drift apart.

SYNCED TO THE FILMEach sound is scheduled at the film moment its tool fires (a muzzle flash, a burst of blood, a crash zoom) and lands within a frame of the picture. Pause stops it, AGAIN restarts clean.
SCRUB + SLOWDragging the track is silent (small nudges play short grains) and resumes exactly on release. SLOW plays everything pitched and stretched down.
BULLET-TIMEThe kill’s own slow-mo gets a whoosh in, a low drone (a tinnitus ring under long freezes) and a whoosh out. While the scene crawls, sounds pitch down and the mix goes muffled and wet.
THE 3-PART FILMGameplay lead-in with the match music, the KILL CAM trigger slam and sting (the music ducks under the kill), the bars whooshing out, the ROUND OVER stamp.
DEATH REALMSThe crack: time freezes, the colour drains, a reverse cymbal pulls into a glass crack, and a sub drop lands as the frame splits. Then the realm’s own bed: hell, the void, the black river, the graveyard.
FOR BUILDERSs.snd(t, id, {vol, pitch, at}) · s.music(t, 'realm.hell', {dur}) · s.duck / s.hush. Full API in the header of 58k_sound.js.

Sources and licences: sfx/CREDITS.md · the kills with sound: the SMG page.