Halloween UI Sound Effects - Candy Pickups, Confirms and Level Ups
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Twenty seasonal interface sounds: candy pickups, spooky clicks and hovers, creaking menus, level complete and fail stings, and a low-health heartbeat.Twenty Halloween interface sounds, built as a working toolkit rather than a highlight reel: a complete seasonal UI set, from hover and click through pickups and unlocks to the end-of-level stings. Dry enough to process, short enough to fire on every tap.WHAT'S INCLUDED20 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.PICKUPS AND COLLECTIBLEScandy-pickup, candy-pickup-big, bone-pickup, ghost-collect, pumpkin-smashMENU AND NAVIGATIONspooky-click, spooky-hover, menu-open-creak, menu-close-thud, notification-batCONFIRM AND FAILconfirm-spooky, cancel-spooky, error-groan, level-complete-spooky, level-fail-spookySTATE AND PROGRESSIONpowerup-transform, curse-debuff, unlock-coffin, timer-tick-spooky, heartbeat-ui-low-healthLICENSERoyalty-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: WAV, uncompressedSample rate: 44.1 kHzBit depth: 16-bitLoopable: The low-health heartbeat and timer tick loop; the rest are one-shotsAdditional: Stereo. 20 files, most under a second, sized for UI use. Every file verified below -0.3 dB true peak after Unity's import re-encode, scanned for edge clicks and DC offset, named consistently by function, and documented in an included README.All 20 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 function, material and character wanted - for example "a short bright candy pickup chime with a soft wrapper crinkle, dry, under 400 ms". Generation was the starting point rather than 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. Interface sounds were additionally checked for length, since a UI cue that runs long is unusable however good it sounds.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 is what actually clips on playback. All 20 files are verified below -0.3 dB true peak.Edge work - every file was scanned for hard starts and stops, DC offset and edge clicks, and a short fade was applied where a boundary was audible, with the fade length chosen per file by measurement rather than a fixed value. This matters more here than elsewhere: a click at the head of a UI sound fires on every press.Curation and documentation - files were named consistently by function, grouped into pickups and collectibles, menu and navigation, confirm and fail, and state and progression, and documented individually in the included README.The store artwork also uses AI: the backdrop is a generated image, over which the title, publisher line, rule and specification line are typeset programmatically.




