A downloadable asset pack

Buy Now$12.99 USD or more

108 sound effects. 6 elements. One 12-stage casting chain, shipped complete for every single one.

This is not a bag of magic sounds. It is a spell state machine, in audio. Every element ships exactly the same 12 stages, in the same order, under the same naming, so you read the list once, wire it once, and it works for all 6 elements. You will never have to hunt for a matching fizzle sound, because there is one for every element and it is called <element>_fizzle.

Hear it first

There is a free demo below, and it is a real subset of this pack rather than a trailer: 23 of the 108 sounds, the same files, at the same quality, under the same licence. It contains one complete element — every one of the 12 stages — so you can play a whole cast end to end, plus the same impact from the other five elements so you can A/B the cast. The element given away is the median one by measured brightness, picked by the build script rather than by hand, so you are hearing the middle of the pack and not the best case.

The chain

#stagewhat it is for
01charge_startthe wind-up begins
02charge_loop (loop)channelling — loop it for as long as the cast bar runs
03charge_fullcharged and ready to release
04release (3 takes)the cast leaves the caster
05travel_loop (loop)in flight — loop it for the distance to the target
06impact (3 takes)it lands
07impact_heavyit lands empowered: the crit, the overcharge, the boss version
08linger_loop (loop)the field it left behind — loop it for the duration
09dissipatethe field ends cleanly
10fizzle (3 takes)the cast fails mid-charge: interrupted, silenced, out of mana
11resistthe target shrugs it off
12wardthe element worn instead of thrown — the shield, the enchant, the buff

The three loopable stages are the ones whose duration is not yours to know: how long the player holds the cast, how far away the target is, and how long your field effect lasts. A one-shot cannot supply those, so they ship as real loops with sample-accurate points — 18 of them.

The six elements

  • Ember — Fire. Combustion rather than a whoosh: a charred, cracking body under a broadband roar, with the crackle surviving into the linger.
  • Rime — Frost. A crystal lattice — high, near-harmonic, long-ringing and brittle. The one element that sounds like it could shatter.
  • Storm — Lightning. The fastest chain in the pack and the brightest: an arc filament with almost no body and a decay measured in milliseconds.
  • Terra — Stone. The lowest and slowest: a dense basalt mass that is inharmonic, enormous, and dead the instant the force stops. Nothing in this chain has any top end at all.
  • Umbra — Void. A hollow body with its top end filtered away — the element that takes something out of the room instead of putting something into it. The longest chain here.
  • Aether — Arcane force. Bell modes, the longest ring in the pack, and the only element whose body is close to harmonic — pure magic with no material excuse.

Wiring it

The filename is the API: <element>_<stage>, and anything loopable says _loop in its own name.

play("ember_charge_start")            // the wind-up begins
loop("ember_charge_loop")             // while the cast bar fills
play("ember_charge_full")             // charged
play("ember_release_0" + rand(1,3))   // fires - three takes so it never machine-guns
loop("ember_travel_loop")             // while the projectile flies
play("ember_impact_0" + rand(1,3))    // lands
loop("ember_linger_loop")             // the burning ground it left
play("ember_dissipate")               // the field ends

Swap ember for rime, storm, terra, umbra or aether and every line still resolves. That is the whole product.

Licence — the short version

Royalty-free in commercial games. Use them in unlimited commercial and non-commercial projects. No attribution required and no per-title fee. The one thing you may not do is resell or redistribute the sounds as a sound pack. A copy-paste credit line is included for anyone who wants to credit us anyway, and the full terms are in LICENSE.txt inside the download.

What is in the download

  • 108 × WAV — 44.1 kHz, 16-bit mono, source grade, with smpl loop points on every loopable.
  • 108 × OGG — the same files, engine ready, with LOOPSTART / LOOPLENGTH preserved (which is what RPG Maker MV/MZ read).
  • 18 variation sets — release, impact and fizzle ship three takes each, measurably different in length and colour, so a spell spammed in combat never machine-guns.
  • MANIFEST.md — the naming table plus per-engine import notes for Unity, Godot, Unreal, GameMaker and RPG Maker.
  • pack_proof.json — every file's sha256 and every measurement behind every claim on this page.
  • LICENSE.txt and a Readme.

What was measured, and what was not

Every claim on this page is a measurement taken from the files in the download, and the measurements ship with it so you can check them:

  • 1001 mechanical checks pass, 0 fail. No clipping, no silent renders, no abrupt starts or ends, every duration inside its designed band.
  • The chain really is uniform. All 6 elements ship exactly the 12 canonical stages, in canonical order, resolved to 108 real files.
  • No two stages of one element are the same gesture twice — 396 stage pairs compared, each separating on brightness or on length.
  • The elements are a cast, not one patch transposed. All 15 element pairs separate, and the cast spans 17.3× in brightness.
  • Loudness is coherent — the inner 80% of active RMS sits inside 0.19 dB, which is why these sit together in a mix without per-sound gain riding.
  • Every loop is proven at the wrap, two independent ways: a single-sample step against the material's own typical motion, and an energy jump against the loop's own internal windows.

What none of that tells you is whether you like how it sounds. Those are signal measurements, not taste. That is exactly why the demo is a real subset of the pack.

How it was made

Every sound is synthesised from code — hand-authored modal resonator banks, one per element, driven through a shared room. Nothing was recorded, sampled or scraped, so there is no third-party sample licence anywhere in the chain, and no generative-audio model was involved at any point.

AI disclosure, truthfully: the synthesis engine and every recipe are AI-assisted code, and the cover art is generated illustration. The sounds themselves are self-contained procedural synthesis rendered from that code.

More from CSAF

More sound effect packs from the same studio:

Everything else we make is at csaf.itch.io.

Purchase

Buy Now$12.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $12.99 USD. You will get access to the following files:

Sixfold — the full pack (108 sounds, WAV + OGG) 12 MB
Version 1

Download demo

Download
Sixfold FREE DEMO — one complete element (23 of 108 sounds) 2.2 MB
Version 1

Development log