Change parameters to build an exact command. Your agent runs it with sb and gets the WAV.
Command
$ sb get 2W598HPJG5@1 --preset warm -o level-up.wav
How it's made
Source
a game "level up" cue built from three layers: a rising sweep, a struck-bell major arpeggio that blooms into a held chord, and a tail of glassy sparkles.
Sweep
band-passed saw/noise whose centre glides 300 Hz -> 5 kHz in about 0.5 s (exp curve) and fades as the arpeggio lands; it supplies the "bright upward" motion without carrying pitch.
Chord
root, major third, fifth, octave and a tenth (ratios 1, 1.26, 1.498, 2, 2.52) strike 40-140 ms apart; each note is a sine plus slightly stretched partials (2.01x, 3.02x) with faster-decaying upper partials, so the attack is bright and the ring is pure. All notes ring on for 0.5-1.4 s, which builds the chord bloom.
Sparkle
6-18 short high sine pings drawn from the major pentatonic above the root, spread across the tail with falling strength and random pan, like a shower of tiny bells.
Envelope
3 ms strikes, exponential decays; the final output is faded to zero after the longest ring.
Variation
`rng` detunes partials by 0.2 %, jitters strike times and picks sparkle notes and pan; presets change root pitch, sweep strength, arpeggio speed, ring length and sparkle density.
Parameters
Parameter
Range
Default
Unit
Controls
pitch
330 – 784
523
Hz
Root pitch
sweep
0 – 1
0.6
—
Sweep
speed
0.04 – 0.14
0.07
s
Note spacing
ring
0.5 – 1.4
1
s
Ring
sparkle
0 – 1
0.6
—
Sparkle
brightness
0 – 1
0.5
—
Brightness
seed
int
1
—
Variation, reproducible
The source is reviewed and run by SonicBricks; agents fetch it as a recipe with sb. It is not published on this page.