Thirty weapon sound effects for games, film and animation - melee steel, bows and firearms, plus the handling sounds between shots. Dry and close-miked so they sit in any mix.Thirty weapon sound effects covering the three families a combat scene actually needs: melee steel, bows, and firearms - plus the handling sounds between shots that make a weapon feel real.WHAT'S INCLUDED30 sound effects, uncompressed WAV, 44.1 kHz 16-bit stereo. Every file verified below -0.3 dB true peak after Unity's import re-encode, so nothing clips once imported. Consistent naming, and a README documenting every file.MELEEsword-unsheathe, sword-swing, sword-clash, sword-sheathe, dagger-stab, axe-chop-wood, mace-impact, shield-block, shield-bashBOWSbow-draw, arrow-release, arrow-whoosh, arrow-impact-wood, crossbow-fireFIREARMSpistol-shot, rifle-shot, shotgun-blast, shotgun-pump, smg-burst, heavy-machine-gun, silenced-shotHANDLINGmagazine-eject, magazine-insert, slide-rack, dry-fire-clickIMPACTS AND EXPLOSIVESbullet-ricochet, bullet-impact-metal, grenade-pin, explosion-close, explosion-distantLICENSERoyalty-free for commercial and non-commercial projects, including games you sell. Use in unlimited projects, no attribution required. You may not resell or redistribute the audio files themselves as a sound library or pack.Audio file types: WAVSample rate: 44.1 kHzBit depth: 16-bitLoopable: No - all 30 files are one-shotsAdditional: StereoNumber of audio files: 30Total run time: approximately 46 secondsUncompressed WAV, no lossy stage at any pointEvery file verified below -0.3 dB true peak after Unity's import re-encodeREADME.md included, documenting every fileBoth the audio and the store artwork in this package were generated with AI, and neither was accepted on the strength of looking right.AUDIO. All 30 sounds were generated with ElevenLabs Sound Effects, a text-to-audio model, under a paid commercial subscription that licenses the generated output for commercial distribution. Each sound started as a specific written prompt describing the source, material and character wanted - for example "a pump shotgun firing, deep percussive boom". Generation was the starting point, not the finished product. Every file was then screened and corrected by hand.Screening - each file was checked by ear and by measurement. Files that came back silent, flat, duplicated, or without usable dynamics were discarded and regenerated from a revised prompt.Level work - levels were measured with ffmpeg. Files that clipped were attenuated, and files left far below the pack's ceiling were raised. Sample peak alone was not trusted: every file was re-measured for inter-sample true peak, which caught one clip reading -0.42 dBFS on sample peak while actually sitting at +0.50 dBTP. The whole set was then given 1.5 dB of extra headroom, because Unity's own import re-encode was measured lifting peaks by up to 1.29 dB. Every file is verified below -0.3 dB true peak after Unity imports it, not merely as a source file.Curation and documentation - files were named consistently by function, grouped into melee, bows, firearms, handling and impacts, and documented individually in the included README.ARTWORK. The key images were generated with an image model, then composed by hand: layout, typography, the count badge and the colour treatment are laid out programmatically, and each pack's accent colour is carried through the lighting of its image. No stock photography or third-party artwork is used.

