Sound Effects

Prism Variations SFX

12 crystalline takes for one event played over and over — high partials with long shimmering tails and a feedback echo. WAV masters plus OGG.

  • sfx
  • sound effects
  • ogg
  • wav
  • royalty free
  • glass
  • game sounds
  • crystal
  • magic
  • fantasy
  • puzzle
Waveform strip showing all 12 crystalline sound effects in the Prism Variations SFX set, each labelled with its name and length
1600×677 previewtransparency shown as checkerboard

Listen

12 clips · streams on demand
  1. Item pickup 11.20soggwav
  2. Item pickup 21.22soggwav
  3. Item pickup 31.24soggwav
  4. Item pickup 41.21soggwav
  5. Item pickup 51.22soggwav
  6. Item pickup 61.23soggwav
  7. UI hover 10.94soggwav
  8. UI hover 20.94soggwav
  9. UI hover 30.94soggwav
  10. UI hover 40.94soggwav
  11. UI hover 50.94soggwav
  12. UI hover 60.94soggwav

About this pack

Prism Variations SFX is a 12-sound set built from high partials with long shimmering tails and a feedback echo. It is meant to sound like crystal, ice and magic, and every clip was synthesised from scratch for this pack — no sampled material, no library content, no model output — which is what makes it safe to hand over under a licence you can actually ship with.

The tails are the point. A short room would make these ordinary; instead they decay over hundreds of milliseconds with the top end left undamped, so one pickup is still ringing when the next one starts.

This is the most requested thing in game audio and the thing free packs almost never ship. A footstep played identically reads as cheap within about four steps, and the fix is not a runtime pitch randomiser, it is genuinely different takes. Each take here differs in transient timing, filter position and noise seed, and the spread is measured: far enough apart to hear, close enough to still be the same object.

The set covers 12 files totalling 13.0 seconds, from 940 ms (ui-hover-01) to 1.24 s (pickup-03). Levels are matched across it: each clip peaks at -1 dBFS with silence trimmed from both ends and a 5 ms fade, so you can drop the folder into one mixer group and set a single volume instead of balancing them one at a time.

Files are 44.1 kHz mono, 16-bit WAV masters with OGG Vorbis alongside, in wav/ and ogg/ folders. The OGG folder is 117 kB against 1117 kB of WAV, so ship the OGG unless you need sample-accurate source. The WAV is the master either way — reach for it if you are going to pitch-shift or process further, because re-encoding a lossy file after processing is where artefacts come from.

Good fit for fantasy RPGs, puzzle games, anything with spellcasting.

Download

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Download ZIP1.1 MB

Complete set — WAV masters, OGG Vorbis, licence and readme

How to use it

  1. Load the takes as an array and pick without immediate repetition rather than uniformly at random; true random repeats often enough to be noticed. A shuffled bag is the usual implementation and it costs nothing.
  2. Unity: drag the ogg/ folder into your project and set Load Type to "Decompress on Load" for anything under half a second, "Compressed in Memory" for the rest.
  3. Godot: the OGG files import as AudioStreamOggVorbis with no setup — wire one to an AudioStreamPlayer and leave the volume at 0 dB, since the set is already levelled.
  4. Every clip starts on its transient with no leading silence, so you can trigger them directly without an offset and they land tight against the input that caused them.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Prism Variations SFX" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/audio/sfx/prism-variations-sfx