OUT OF CTRL - RECORDINGS AND AUDIO LICENSES The game includes edited recordings and original procedural sound design. Files are served locally. No external audio service is contacted during play. Exact source filenames, crops, processing, byte sizes and SHA-256 hashes are listed in manifest.json. The source pages were checked on 2026-10-19; firearm license rechecked 2026-10-20. ATTRIBUTION-REQUIRED RECORDING hammer-glass.mp3 "glass-hit01.flac" by Craxic. A metal hammer hitting unbroken glass. https://freesound.org/people/Craxic/sounds/204117/ License: Creative Commons Attribution 3.0 Unported (CC BY 3.0). https://creativecommons.org/licenses/by/3.0/ Adaptation: public HQ preview converted to mono, trimmed, high-pass filtered, normalized with headroom, lightly faded and encoded as MP3. PUBLIC-DOMAIN RECORDINGS (CC0) License for all items in this section: https://creativecommons.org/publicdomain/zero/1.0/ rifle-1.mp3, rifle-2.mp3, shotgun-1.mp3, shotgun-2.mp3, revolver-1.mp3, revolver-2.mp3 The Free Firearm Sound Library, prepared effects. Recorded by Ben Jaszczak, Brian Nelson, Kevin Heras and Matthew Nanney. https://opengameart.org/content/the-free-firearm-sound-library Original files: AR-15/D_32P.wav and D_24P.wav; Winchester Model 12/K_22P.wav and K_17P.wav; Smith & Wesson 642 .38 Special/V_27P.wav and V_22P.wav. Distinct real firearm takes. The shotgun and revolver use a single mic channel to avoid stereo cancellation, with an aligned near-mic pressure transient and an emphasized natural mid-distance decay. No added pitched bass note or synthetic explosion. The pump is mixed separately, quieter and after the shot. The fictional Rageware revolver exaggerates glass damage; its sound source is a .38 Special, not a magnum recording. Rebuild using scripts/prepare-firearm-audio.py with the source WAV files. The rifle supplies the fictional rotary weapon's shots; its motor is synthesized. The recordings are not of a Gatling gun. shotgun-rack.mp3 "Shotgun Reload Sound effects" by zer0_sol, Rack.mp3. https://opengameart.org/content/shotgun-reload-sound-effects A recorded shotgun being operated, trimmed to the actual rack movement. chainsaw-rev.mp3 "Chainsaw" by Hard3eat. Recorded with a Zoom H5 in Bihor, Romania. https://freesound.org/people/Hard3eat/sounds/351775/ Public HQ preview; a running/revving section is crossfaded into a loop. Playback speed and filtering change gently with simulated cutting load. fire-bed.mp3 "Fireplace Sound loop" by PagDev. https://opengameart.org/content/fireplace-sound-loop A wood-burning fireplace recording, edited into a 26.2-second loop. water-stream.mp3 "F6_hose.mp3" by Iamgiorgio, Garden Sounds. https://freesound.org/people/Iamgiorgio/sounds/371715/ Water splashing from a hose; public HQ preview, cropped and crossfaded. air-sustain.mp3, air-valve.mp3 "compressed air" by Rodzuz. Recorded with a Zoom H4n. https://freesound.org/people/Rodzuz/sounds/393901/ Public HQ preview; continuous spray and short air-valve sections. Used as material for freeze spray, the flame jet, and pneumatic paintball sounds. These are compressed-air recordings, not field recordings of a flamethrower or a paintball marker. blast.mp3 "Explosion / Gun" by SamsterBirdies. https://freesound.org/people/SamsterBirdies/sounds/587445/ A layered garage firecracker recording made with a Tascam DR100mkiii. Public HQ preview, trimmed with its natural pressure tail. It is used as the grenade/explosion effect; it is not a recording of a live grenade. shell-9mm.mp3 "Small_Bullet_Settling_HIt_10" by BlondPanda. https://freesound.org/people/BlondPanda/sounds/778000/ Actual 9mm blank casings falling on hard surfaces, recorded with an MKE600. Public HQ preview, cropped to the collision and settling. glass-fracture.mp3 "Glass break hammer" by loganzsound, The Foley Closet. https://freesound.org/people/loganzsound/sounds/784151/ Glass breaking after being hit with a hammer. Public HQ preview, cropped. glass-shards-1.mp3, glass-shards-2.mp3, metal-1.mp3, metal-2.mp3 Kenney - Impact Sounds (1.0). https://kenney.nl/assets/impact-sounds Original impactGlass_light_000/001.ogg and impactMetal_heavy_000/001.ogg. Material foley is used for falling fragments and monitor-body contacts. PROCESSING AND ORIGINAL SOUND DESIGN Recordings are converted to mono/44.1 kHz, cropped, gently high-pass filtered, normalized with headroom and encoded as 160/192 kbps MP3 (retained short metal foley is 96 kbps). One-shot attacks retain their transient; longer loop edges are crossfaded. No source noise reduction or heavy compression is baked in. Science-fiction weapons, rotor mechanics, sponge friction, small interface sounds and offline fallbacks are original cached procedural audio. Sustained sounds follow trigger onset, cutting load and release. Weapon transients, quiet material foley, ambience and interface sounds have separate mix buses. A peak limiter protects the final mix, and the user controls master volume. The Nuke is an original cinematic composite, not a nuclear-test recording: the existing licensed blast transient, synthesized broadband pressure/rumble, and two quieter recorded glass fragments. Its fin whistle and turbulent-air emitter follow the simulated flight and stop at impact, absorption or reset.