Sound & Music Review

Every sound and music track in Melder. The new sounds are ElevenLabs recordings; the rest of the effects are synthesized live by the game's audio engine; the music is MusicGen plus the new ElevenLabs intro tune. In the comparisons every sound was rendered through the game's own engine at in-game volume, so they compare fairly. Loud is the loudest 0.4 s; sub-bass is the share below 120 Hz, which phone and laptop speakers can barely play; bright is where the sound's energy is centred.

What's new: board breaking, the final boss, the intro

Each slot shows the file that ships (highlighted), the game's older sound it sits beside (italic), and every take that was generated. The new sounds are levelled a step above the loudest current hits, one step per tier.

Board breaking - 1 million the table cracks

Plays over the game's own low thud (boss_slam).

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: crack SHIPS-27.7-4.80.930%7,074
now: score_big NOW-24.2-11.40.330%389
now: boss_slam NOW-22.9-10.20.4598%69
take: crack_1m_b_1 (picked)-27.7-4.80.930%7,074
take: crack_1m_b_2-27.9-4.80.830%8,341
take: crack_1m_1-24.2-5.00.1913%331

Board breaking - 10 million cracks run, melds jump

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: fracture SHIPS-20.0-6.01.592%2,962
now: score_big NOW-24.2-11.40.330%389
now: blind_break NOW-21.9-8.80.5534%864
take: fracture_10m_2 (picked)-20.0-6.01.592%2,962
take: fracture_10m_1-22.6-4.82.00%3,690

Board breaking - 100 million the table shatters (two layers)

Ships as two layers: this bright glass over the deep impact below.

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: shatter_glass SHIPS-18.0-6.61.20%6,487
now: shatter NOW-34.1-14.70.247%1,208
now: glass_break NOW-37.2-19.70.150%4,832
take: shatter_100m_b_1 (picked)-18.0-6.61.20%6,487
take: shatter_100m_b_2-18.0-7.31.50%6,489

the deep impact under it

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: shatter_low SHIPS-19.3-10.61.8899%48
take: shatter_100m_1 (picked)-19.3-10.61.8899%48
take: shatter_100m_2-20.5-16.01.68100%38

Board breaking - 1 billion the whole screen breaks

Plus the choir hit already in the game.

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: break SHIPS-16.7-6.81.8748%839
now: jackpot NOW-25.9-14.31.20%1,418
take: break_1b_b_2 (picked)-16.7-6.81.8748%839
take: break_1b_b_1-17.1-6.62.2440%1,056
take: break_1b_2-17.8-7.82.6394%261
take: break_1b_1-17.2-13.03.01100%46

Shards snap back

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: reassemble SHIPS-24.0-8.61.020%6,789
now: shatter NOW-34.1-14.70.247%1,208
take: reassemble_1 (picked)-24.0-8.61.020%6,789
take: reassemble_2-24.0-9.61.170%8,552

Final boss - the screen shatters

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: screen_shatter SHIPS-15.9-6.53.9782%938
now: final_boss_defeat NOW-20.7-8.63.020%1,247
now: boss_defeat NOW-22.0-12.61.080%698
take: screen_shatter_1 (picked)-15.9-6.53.9782%938
take: screen_shatter_2-16.4-5.92.6490%94

DECK BEATEN stamp

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: stamp SHIPS-26.0-6.50.1741%1,034
now: mult_x NOW-33.1-14.00.18%329
take: stamp_beaten_2 (picked)-26.0-6.50.1741%1,034
take: stamp_beaten_1-25.6-5.80.2353%394

Intro - the juggling tune ElevenLabs music, matched to the title theme

Hands over to the title theme on the chord that lands MELDER.

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: intro_music SHIPS-20.8-11.73.0340%250
take: music_juggle_1 (picked)-15.2-6.13.0341%246
take: music_juggle_2-16.2-5.83.9465%202

Intro - the fling

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: intro_fling SHIPS-24.0-12.90.390%2,710
now: tile_draw NOW-43.1-22.60.10%859
take: fling_1 (picked)-14.8-3.70.380%2,708
take: fling_2-14.8-4.20.490%2,965

Intro - the spotlight (iris)

The first two takes were almost all sub-bass (36-42 Hz) - a phone plays nothing - so it was regenerated.

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: intro_spot SHIPS-22.3-4.80.2782%1,062
now: boss_reveal NOW-18.8-8.30.8392%77
take: spot_b_1 (picked)-30.4-12.60.3284%978
take: spot_b_2-28.4-3.70.1422%3,760
take: spot_1-27.4-17.41.04100%42
take: spot_2-13.1-4.20.7499%36

Intro - the crucible bubbling

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: intro_bubble SHIPS-30.0-12.63.00%882
now: ignite NOW-30.3-15.70.3242%201
take: bubble_1 (picked)-21.5-4.13.00%882
take: bubble_2-25.3-7.42.960%665

Intro - the iris opens

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: intro_swell SHIPS-23.2-11.80.7637%345
now: blind_start NOW-27.2-11.80.2182%122
take: swell_1 (picked)-15.6-5.00.7551%273
take: swell_2-17.3-5.60.5490%66

Intro - the bag lands

soundlistenloud dBpeak dBsecssub-bassbright Hz
ships: intro_bag SHIPS-26.1-4.80.331%989
now: tile_place NOW-33.7-13.40.050%319
take: bag_1 (picked)-30.6-7.00.21%990
take: bag_2-52.4-30.40.391%4,688

New music: the win and the ending

The old MusicGen victory and credits tracks were replaced with ElevenLabs recordings. SHIPS and OLD rows show the in-game level; takes show the raw file level. All tracks were also re-levelled on 2026-09-29 so none plays much louder than another.

Victory - beating a boss ElevenLabs music, big-band brass

tracklistendBsecs
ships: victory SHIPS-25.39
was: victory (MusicGen) OLD-31.68
take: music_victory_1 (picked)-11.59
take: music_victory_2-9.89

The ending theme - after the final win ElevenLabs music, big-band brass

tracklistendBsecs
ships: credits SHIPS-27.040
was: credits (MusicGen) OLD-25.730
take: music_ending_1 (picked)-11.340
take: music_ending_2-11.140

Music

Level is integrated loudness (LUFS) as the track plays in the game, after its trim, the music bus and the master volume.

tracklistenin-game dBsecs
boss boss intro card-30.520
choir the 1 billion hit / final fanfare-30.97
credits after the final win - the ending theme (new)-27.040
defeat run lost-31.18
gameplay at the table-32.230
main title theme-30.230
pack opening a pack-31.010
shop the shop-30.924
victory boss beaten (one-shot, new)-25.39
intro_music Mr. Meldy's juggle (new)-30.85

Synthesized effects (62)

Played live by the game's engine (the first Play wakes the audio). Levels are measured at in-game volume.

effectlistenloud dBpeak dBsecsbright Hz
ante_advance-30.7-18.30.28687
blind_break-21.9-8.80.55864
blind_start-27.2-11.80.21122
blind_win-27.4-16.40.49970
boss_defeat-22.0-12.61.08698
boss_reveal-18.8-8.30.8377
boss_slam-22.9-10.20.4569
coin-46.8-25.20.052,154
confirm-37.1-19.80.12724
consumable_use-31.7-17.60.34742
deck_unlock-26.0-13.60.71943
enhance_apply-31.0-17.90.311,147
error-33.2-18.50.3387
final_boss_defeat-20.7-8.63.021,247
fireworks-32.7-18.23.741,145
game_over-26.6-16.90.82325
game_win-25.1-12.51.321,013
gem_use-33.6-19.40.21,237
glass_break-37.2-19.70.154,832
gold_earn-31.3-15.80.231,590
ignite-30.3-15.70.32201
intro_chord-28.8-16.70.68780
intro_note-36.4-20.10.2584
jackpot-25.9-14.31.21,418
juggle_catch-47.0-25.60.04239
juggle_toss-64.3-39.60.052,368
ledger_tick-54.2-31.50.021,122
mult_add-33.0-12.90.06253
mult_ding-26.2-9.50.221,613
mult_x-33.1-14.00.1329
navigate-56.2-34.80.093,138
pack_burst-23.4-7.90.39589
pack_charge-25.4-14.10.75267
pack_common-38.0-24.30.29891
pack_curse-19.1-7.82.11118
pack_legendary-25.0-15.91.71,285
pack_open-34.9-21.70.371,048
pack_rare-28.3-18.00.791,369
pack_tear-37.1-20.10.18397
pack_uncommon-34.9-21.70.371,047
relic_acquire-30.5-16.70.34548
relic_legendary-25.3-13.50.53502
relic_trigger-45.2-22.10.041,003
retrigger-40.9-22.80.15268
score_big-24.2-11.40.33389
score_count-54.6-31.50.021,274
shatter-34.1-14.70.21,208
shop_buy-35.2-20.60.34739
shop_reroll-48.7-29.20.164,172
shop_sell-34.1-16.70.2980
spirit_use-34.6-21.00.35341
tile_discard-33.4-14.80.08231
tile_draw-43.1-22.60.1859
tile_flip-46.5-20.20.031,606
tile_pick-41.0-17.60.03939
tile_place-33.7-13.40.05319
tile_return-46.5-24.60.11,388
ui_back-44.4-21.40.03519
ui_click-43.7-19.70.03684
ui_hover-51.7-28.70.02880
voice_victory-33.7-22.31.05646
voice_yeah-39.3-22.90.29983

Voice lines

amazing
glorious
victorious
win
yes