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Rune Activate

An ancient rune glowing to life: a low stone hum with a rising, shimmering overtone

kind
one-shot
length
1.35 s
downloads
0
id
DAYE6KQDQ4

one-shot · 1.35 s · 0 downloads · 0 likes

0.00 / 1.35 sMP3 preview · Awakening
Preset
Spectrogram of “Rune Activate”, Awakening preset
Spectrogram of “Rune Activate”, Awakening preset: time left to right, frequency bottom to top.
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Tweak

renders in the CLI · WAV

Change parameters to build an exact command. Your agent runs it with sb and gets the WAV.

Command
$ sb get DAYE6KQDQ4@1 --preset awakening -o rune-activate.wav

How it's made

Source
an ancient carved stone slab waking up. A slow, soft swell (no hard strike) drives a low resonant hum, while a glowing overtone climbs above it as the rune lights up.
Body
the stone hums as a few weakly damped modes at 1 : 1.5 : 2.01 : 2.76 of the fundamental (about 110 Hz, 0.5-0.9 s T60), excited by low-passed noise so it sounds dense and rocky, plus a pure sine fundamental with a sub-octave for weight.
Rising overtone
a sine glides from 3x to about 7x the fundamental over the swell; a detuned twin beats against it at 3-6 Hz for a shimmering glow, and a faint band-passed air layer follows the glide.
Envelope
attack 0.25-0.35 s (energy gathering), peak near 0.45 s, then a smooth 0.7 s release; the overtone peaks slightly later than the hum and fades first, so the tail is the stone alone.
Variation
`rng` detunes the modes by 0.5 % and the glide start by 2 %; presets change pitch, glide height, stone density and glow amount.
Parameters
ParameterRangeDefaultUnitControls
pitch70 – 220110HzPitch
glow0 – 10.6—Glow
rise0 – 10.6—Overtone rise
stone0 – 10.5—Stone density
swell0.12 – 0.450.3sSwell time
seedint1—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.

Credits and creation history (JSON)
Revision history1
  1. r12026-10-24engine 1.0.1use('DAYE6KQDQ4@1')

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