A downloadable asset pack

Buy Now$11.99 USD or more

104 sounds of weather, built to be mixed rather than chosen.

Most weather packs give you rain_light and rain_heavy and leave you to crossfade between them. That works until the player can hear it, because a crossfade between two recordings of rain is two rains, briefly, and then one.

This pack is built the other way round. Every weather system is a set of separate loopable layers, each tagged with the intensity at which it enters. You do not swap files to change the weather. You add and remove layers over a bed that never stops.

  • Tier 1, Light. the system floor, audible at any intensity
  • Tier 2, Steady. enters at moderate intensity
  • Tier 3, Severe. enters at full intensity

Play tier 1 alone for a drizzle. Fade tier 2 in as it settles. Bring tier 3 in for the worst of it, and take it back out as the front passes. Nothing restarts, nothing crossfades, and the storm can change in response to what the player is doing.

Licence, up front

Royalty free. Commercial use. No credit required. No revenue limit, no unit cap, no second licence to buy later if your game does well. Use it in as many projects as you like, on any platform, forever. The one thing you may not do is resell the sounds themselves as sounds. The full plain language terms ship as LICENSE.txt, and a copy paste credit line is included if you want to use it.

Everything is synthesised from code. No recordings, no sample libraries, no third party clips, so there is no upstream licence sitting behind this one and nobody can content ID claim these sounds against your project.

Hear it first

There is a free demo on this page and it is not a teaser. It contains the complete rain system: all 4 layers, both transitions and two accents, copied unaltered at the same sample rate, the same length and the same loudness as the paid files. Load the 4 layers, loop them, start them together and bring them up in tier order. If the ramp does not do what this page says it does, you will know before you pay.

What is in it

  • Rain. From a fine hiss to a downpour, without crossfading.
  • Thunderstorm. Electrical weather as a bed plus strikes that land on it.
  • Wind. Open wind that builds, with gusts that punctuate it.
  • Blizzard. Wind carrying snow. Muffled rather than bright.
  • Hail. Discrete impacts, which is what separates it from rain.
  • Sandstorm. Dry and abrasive, weighted to the mids. The desert answer to a blizzard.
  • Fog and stillness. The absence of weather, which every weather pack forgets to ship.
  • Wildfire. Fire treated as weather: a front that approaches and passes.

Every system ships the same shape, so none of them is the one that got rushed: 4 loopable layers, 7 accents and 2 transitions each. Accents are punctuation designed to sit over a running bed, like a thunder crack or a gust slamming a shutter. Transitions are an onset and a passing, so the weather arrives and leaves instead of just existing. That is the part a fixed ambience bed has no use for: an ambience answers where am I, weather answers what is the sky doing, and that changes during play.

The claim, and how it is checked

The build sums every tier of every system and measures the result. It measured 24 tier sums across 8 systems, covering 69 layer instances, and it refuses to write the pack if any sum stops wrapping cleanly or turns peaky. That check runs over the shipped WAV files, so it is checking the audio you get rather than a claim in a manifest.

Every layer of a given system is the same length, which is load bearing rather than tidy: a sum of seamless loops of different lengths is only seamless at their lowest common multiple, so mixed periods drift into a slow beat you cannot hear coming until it is in your build.

Formats and fit

  • WAV and OGG for every file, 16 bit, 44.1 kHz, mono.
  • 32 seamless loops with sample accurate loop points written into the WAV smpl chunk and into the OGG comment header, so RPG Maker, Godot and Unity read them without you setting anything by hand.
  • One loudness band. The inner 80 percent of the pack sits inside 0.53 dB, so you set the bus once instead of gain riding every file.
  • MANIFEST.md naming the system, slot, tier, loop flag and length of every file, plus the measured headroom of every tier sum so you can set a ceiling for the full intensity case.
  • pack_proof.json ships with the pack: 977 checks, 0 failed, with the per file measurements behind every number on this page.

Honest limits

These are synthesised weather beds, not field recordings. They are built to sit under a game and behave, not to pass as a documentary recording of a specific storm. And the measurements above are SIGNAL measurements: no clipping, no silence, clean loop seams, one loudness band and the tier sums. They are not a claim that it sounds good. That is what the free demo is for.

AI disclosure, stated truthfully: the code that generates these sounds was written with AI assistance. The sounds themselves are self contained procedural synthesis, oscillators and filters and modal resonators evaluated in code, with no generative audio model at any point. The cover art and store graphics are AI generated.

Purchase

Buy Now$11.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $11.99 USD. You will get access to the following files:

squall-weather-systems-pack-wav-ogg.zip 41 MB
Version 1.0.1

Download demo

Download
squall-weather-systems-demo-free-sample.zip 7.2 MB
Version 1.0.0

Development log

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