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authorskal <pascal.massimino@gmail.com>2026-02-03 10:11:31 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 10:11:31 +0100
commit99261b26c836dae82f108e3ca1e8a60b7e02be63 (patch)
treee136a6c8a45de9298aa55d5b58dbb753229de9cc /assets/final/demo_assets.txt
parent805f993293bd61625fe69172e2abeb7088ee5a80 (diff)
feat(assets): Add new drum samples and improve conversion script
Created a new script, scripts/gen_spectrograms.sh, to robustly convert all audio files in assets/originals to .spec format. The new script is more portable and provides better feedback. Added the newly generated drum and bass samples to the asset list, organizing them by type for clarity. This completes the requested sub-task.
Diffstat (limited to 'assets/final/demo_assets.txt')
-rw-r--r--assets/final/demo_assets.txt23
1 files changed, 22 insertions, 1 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 3099afe..0641194 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -1,8 +1,29 @@
# Asset Name, Compression Type, Filename/Placeholder, Description
+
+# --- Drum & Percussion Samples ---
KICK_1, NONE, kick1.spec, "A drum kick sample"
+KICK_2, NONE, KICK_606.spec, "606 Kick"
+KICK_3, NONE, KICK_90S_2.spec, "90s Kick"
SNARE_1, NONE, snare1.spec, "A snare drum sample"
+SNARE_2, NONE, SNARE_808.spec, "808 Snare"
+SNARE_3, NONE, SNARE_909_TUNE_8.spec, "909 Snare"
+SNARE_4, NONE, SNARE_BLUE_ROOM.spec, "Snare Blue Room"
HIHAT_1, NONE, hihat1.spec, "A hi-hat sample"
+HIHAT_2, NONE, HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat"
+HIHAT_3, NONE, HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat"
+HIHAT_4, NONE, HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat"
+CRASH_1, NONE, CRASH_DMX.spec, "DMX Crash"
+RIDE_1, NONE, RIDE_CUP_1.spec, "Ride Cymbal"
+SPLASH_1, NONE, SPLASH_GROUNDED.spec, "Splash Cymbal"
+
+# --- Melodic Samples ---
+BASS_1, NONE, BASS_GUITAR_FEEL.spec, "Bass Guitar"
+SYNTH_BASS_1, NONE, SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass"
+
+# --- Procedural Textures ---
NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping"
+
+# --- WGSL Shaders & Snippets ---
SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
@@ -18,4 +39,4 @@ SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader"
SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader"
SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader"
-SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"
+SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" \ No newline at end of file