40 original 8-bit sound effects, 3 variations each (120 WAVs), with sound assets that pick a random variation per play and a demo sound board.Audio clips, ScriptableObject sound assets and an OnGUI demo only: no materials or shaders. Tested in Unity 6000.0.84f1 with the Built-in render pipeline.Retro SFX is 40 original retro (8-bit style) sound effects for UI, pickups, the player, combat, the world and short jingles. Every sound comes in 3 variations, about a semitone apart in pitch and with different noise (the same sound, slightly re-pitched, not different takes), so a coin collected ten times in a row doesn't machine-gun: 120 WAV files in all.For each sound there is a ready-made RetroSfxSound asset that holds its 3 variations. Call jump.Play(audioSource) from your script, and it plays a random variation, never the same one twice in a row, with optional pitch jitter for even more variety. The scripts are optional: every WAV is a plain AudioClip you can drag onto any AudioSource.Quick start: open Demo/RetroSFX_Demo.unity, press Play and click any of the 40 buttons.The 40 soundsUI (8): click, hover, confirm, cancel, error, open, close, text blipPickups (6): coin, double coin, gem, pickup, power-up, healthPlayer (8): jump, double jump, land, footstep, dash, hurt, death, shield onCombat (8): short laser, heavy laser, blaster, hit, heavy hit, explosion, small explosion, enemy deathWorld (6): door open, switch, teleport, descend (pipe / stairs), spring, chest openJingles (4): level up, game over, victory, secretAll melodies are original. Loudness is matched within each category, peaks are at most -1 dBFS, and every file starts and ends cleanly (no clicks) with no DC offset. The sounds are synthesised at 16x the sample rate and filtered down, so pitch sweeps don't alias.Import settings are already set in every .meta file: Decompress On Load, PCM (the clips play exactly as made, about 4.2 MB for all 120), Preload Audio Data on, sample rate preserved. Offline PDF documentation covers setup, the script API and the full sound list.Key features40 original retro sounds x 3 variations = 120 WAV files6 categories: UI, pickups, player, combat, world, jingles40 RetroSfxSound assets: random variation per play, no immediate repeats, optional pitch jitterDemo scene: a button per sound (OnGUI, no input package needed)Import settings already set in every .meta file for short sound effects (Decompress On Load, PCM)Loudness matched per category; peaks at most -1 dBFS; click-free starts and endssound_list.csv with every file's length and a descriptionOffline PDF documentationTechnical detailsAudio: 120 WAV files, mono, 16-bit PCM, 44.1 kHz, 0.035 to 1.44 s each, 4,162,164 bytes in all.Loopable: no (one-shot sound effects).Loudness targets (short-term RMS, 50 ms window): UI -15, pickup, player and world -12, combat -10, jingles -11 dBFS, each file within 1 dB of its target or held lower by the -1 dBFS peak ceiling.40 RetroSfxSound ScriptableObject assets (Sounds/), 1 demo scene (Demo/RetroSFX_Demo.unity).Scripts: 3 C# files in 2 assembly definitions (TheKnightShift.RetroSFX and TheKnightShift.RetroSFX.Demo), namespace TheKnightShift.RetroSFX. C# 9 or older, UnityEngine audio and IMGUI APIs only, no package dependencies.Documentation: Documentation/RetroSFX_Documentation.pdf (6 pages), README.txt.Everything installs under Assets/TheKnightShift/RetroSFX.No OGG files: Unity re-encodes every clip from its source on import, so the WAVs are all you need.Every sound in this package is generated by our own synthesiser code from oscillators, noise and envelopes; that code was written with an AI coding assistant. No samples, recordings or AI audio models were used. The C# scripts (RetroSfxSound, VariationPicker, the demo sound board), the demo scene, the PDF documentation and this store text were also written with AI assistance. The audio is checked by machine (format, loudness, clicks, aliasing), and the publisher listened to a preview reel of all 40 sounds before release.


