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