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).
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: crack SHIPS
-27.7
-4.8
0.93
0%
7,074
now: score_big NOW
-24.2
-11.4
0.33
0%
389
now: boss_slam NOW
-22.9
-10.2
0.45
98%
69
take: crack_1m_b_1 (picked)
-27.7
-4.8
0.93
0%
7,074
take: crack_1m_b_2
-27.9
-4.8
0.83
0%
8,341
take: crack_1m_1
-24.2
-5.0
0.19
13%
331
Board breaking - 10 million cracks run, melds jump
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: fracture SHIPS
-20.0
-6.0
1.59
2%
2,962
now: score_big NOW
-24.2
-11.4
0.33
0%
389
now: blind_break NOW
-21.9
-8.8
0.55
34%
864
take: fracture_10m_2 (picked)
-20.0
-6.0
1.59
2%
2,962
take: fracture_10m_1
-22.6
-4.8
2.0
0%
3,690
Board breaking - 100 million the table shatters (two layers)
Ships as two layers: this bright glass over the deep impact below.
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: shatter_glass SHIPS
-18.0
-6.6
1.2
0%
6,487
now: shatter NOW
-34.1
-14.7
0.2
47%
1,208
now: glass_break NOW
-37.2
-19.7
0.15
0%
4,832
take: shatter_100m_b_1 (picked)
-18.0
-6.6
1.2
0%
6,487
take: shatter_100m_b_2
-18.0
-7.3
1.5
0%
6,489
the deep impact under it
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: shatter_low SHIPS
-19.3
-10.6
1.88
99%
48
take: shatter_100m_1 (picked)
-19.3
-10.6
1.88
99%
48
take: shatter_100m_2
-20.5
-16.0
1.68
100%
38
Board breaking - 1 billion the whole screen breaks
Plus the choir hit already in the game.
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: break SHIPS
-16.7
-6.8
1.87
48%
839
now: jackpot NOW
-25.9
-14.3
1.2
0%
1,418
take: break_1b_b_2 (picked)
-16.7
-6.8
1.87
48%
839
take: break_1b_b_1
-17.1
-6.6
2.24
40%
1,056
take: break_1b_2
-17.8
-7.8
2.63
94%
261
take: break_1b_1
-17.2
-13.0
3.01
100%
46
Shards snap back
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: reassemble SHIPS
-24.0
-8.6
1.02
0%
6,789
now: shatter NOW
-34.1
-14.7
0.2
47%
1,208
take: reassemble_1 (picked)
-24.0
-8.6
1.02
0%
6,789
take: reassemble_2
-24.0
-9.6
1.17
0%
8,552
Final boss - the screen shatters
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: screen_shatter SHIPS
-15.9
-6.5
3.97
82%
938
now: final_boss_defeat NOW
-20.7
-8.6
3.02
0%
1,247
now: boss_defeat NOW
-22.0
-12.6
1.08
0%
698
take: screen_shatter_1 (picked)
-15.9
-6.5
3.97
82%
938
take: screen_shatter_2
-16.4
-5.9
2.64
90%
94
DECK BEATEN stamp
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: stamp SHIPS
-26.0
-6.5
0.17
41%
1,034
now: mult_x NOW
-33.1
-14.0
0.1
8%
329
take: stamp_beaten_2 (picked)
-26.0
-6.5
0.17
41%
1,034
take: stamp_beaten_1
-25.6
-5.8
0.23
53%
394
Intro - the juggling tune ElevenLabs music, matched to the title theme
Hands over to the title theme on the chord that lands MELDER.
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: intro_music SHIPS
-20.8
-11.7
3.03
40%
250
take: music_juggle_1 (picked)
-15.2
-6.1
3.03
41%
246
take: music_juggle_2
-16.2
-5.8
3.94
65%
202
Intro - the fling
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: intro_fling SHIPS
-24.0
-12.9
0.39
0%
2,710
now: tile_draw NOW
-43.1
-22.6
0.1
0%
859
take: fling_1 (picked)
-14.8
-3.7
0.38
0%
2,708
take: fling_2
-14.8
-4.2
0.49
0%
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.
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: intro_spot SHIPS
-22.3
-4.8
0.27
82%
1,062
now: boss_reveal NOW
-18.8
-8.3
0.83
92%
77
take: spot_b_1 (picked)
-30.4
-12.6
0.32
84%
978
take: spot_b_2
-28.4
-3.7
0.14
22%
3,760
take: spot_1
-27.4
-17.4
1.04
100%
42
take: spot_2
-13.1
-4.2
0.74
99%
36
Intro - the crucible bubbling
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: intro_bubble SHIPS
-30.0
-12.6
3.0
0%
882
now: ignite NOW
-30.3
-15.7
0.32
42%
201
take: bubble_1 (picked)
-21.5
-4.1
3.0
0%
882
take: bubble_2
-25.3
-7.4
2.96
0%
665
Intro - the iris opens
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: intro_swell SHIPS
-23.2
-11.8
0.76
37%
345
now: blind_start NOW
-27.2
-11.8
0.21
82%
122
take: swell_1 (picked)
-15.6
-5.0
0.75
51%
273
take: swell_2
-17.3
-5.6
0.54
90%
66
Intro - the bag lands
sound
listen
loud dB
peak dB
secs
sub-bass
bright Hz
ships: intro_bag SHIPS
-26.1
-4.8
0.33
1%
989
now: tile_place NOW
-33.7
-13.4
0.05
0%
319
take: bag_1 (picked)
-30.6
-7.0
0.2
1%
990
take: bag_2
-52.4
-30.4
0.39
1%
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
track
listen
dB
secs
ships: victory SHIPS
-25.3
9
was: victory (MusicGen) OLD
-31.6
8
take: music_victory_1 (picked)
-11.5
9
take: music_victory_2
-9.8
9
The ending theme - after the final win ElevenLabs music, big-band brass
track
listen
dB
secs
ships: credits SHIPS
-27.0
40
was: credits (MusicGen) OLD
-25.7
30
take: music_ending_1 (picked)
-11.3
40
take: music_ending_2
-11.1
40
Music
Level is integrated loudness (LUFS) as the track plays in the game, after its trim, the music bus and the master volume.
track
listen
in-game dB
secs
boss boss intro card
-30.5
20
choir the 1 billion hit / final fanfare
-30.9
7
credits after the final win - the ending theme (new)
-27.0
40
defeat run lost
-31.1
8
gameplay at the table
-32.2
30
main title theme
-30.2
30
pack opening a pack
-31.0
10
shop the shop
-30.9
24
victory boss beaten (one-shot, new)
-25.3
9
intro_music Mr. Meldy's juggle (new)
-30.8
5
Synthesized effects (62)
Played live by the game's engine (the first Play wakes the audio). Levels are measured at in-game volume.