Caseohs March to a Billion - ORIGINAL 8-BIT STEREO SOUNDTRACK

Menu theme plus ten developed original stereo level scores:
music_menu.wav: March to a Billion (126 BPM, C major, 15.24 s)
music_1.wav: Neon Snack Run (124 BPM, E minor, 30.97 s)
music_2.wav: Dead Chat After Dark (132 BPM, D minor, 29.09 s)
music_3.wav: Do Not Feed the Forest (94 BPM, A harmonic minor, 40.85 s)
music_4.wav: Splash, Snacks and Subs (116 BPM, F major, 33.10 s)
music_5.wav: Alphabet All-Stars (128 BPM, G major, 30.00 s)
music_6.wav: Pixel Peak, Pocket Snacks (118 BPM, D major, 24.41 s)
music_7.wav: Reactor Overdrive (138 BPM, F-sharp minor, 27.83 s)
music_8.wav: Snackworks Shuffle (122 BPM, B-flat major, 31.48 s)
music_9.wav: Midnight High Score (144 BPM, C minor, 26.67 s)
music_10.wav: Subscriber Summit (130 BPM, E major, 29.54 s)

Each level has four different authored sections: journey, discovery, breakdown,
bridge. Grooves and instruments change across funk, rock, suspense, surf,
waltz, industrial, court cadence, breakbeat and anthem arrangements.
Distinct panned instruments, hats and circular stereo echoes produce real
stereo separation. No existing song, stream recording, or voice sample
was used. Levels are band-limited stereo 22.05 kHz PCM16; the native player
resamples to 44.1 kHz. Menu/battle assets may remain 44.1 kHz. Peak headroom
is 45%; loop endpoints are zero with DC removed.

Music mastering uses 13 effective bits inside standard PCM16 WAV files
to reduce ZIP size. Longer level developments fit a compact download.

Rebuild: python tools/compose_soundtrack.py (requires NumPy).
Then run python tools/compose_expansion_audio.py for boss/elite music and
stream-theme chapters, six expansion weapons and gameplay cues.
If rebuilding all old assets, run this after tools/generate_audio.py.
soundtrack.json records the loop length and measured peak/RMS/DC/seam.

BOSS AND ELITE EXPANSION

boss_1.wav: Dead Chat Duel (146 BPM, 13.15 s)
boss_2.wav: The Pool Has Eyes (126 BPM, 15.24 s)
boss_3.wav: Frozen Final Letter (140 BPM, 13.71 s)
boss_4.wav: Conveyor Catastrophe (150 BPM, 12.80 s)
boss_5.wav: Last Sub Standing (158 BPM, 12.15 s)
elite_1.wav: Something Is Chasing Chat (152 BPM, 6.32 s)
elite_2.wav: Purple Warning Lights (138 BPM, 6.96 s)
elite_3.wav: Red Alert, More Snacks (146 BPM, 6.58 s)
theme_grocery.wav: Checkout Combo (116 BPM, 16.55 s)
theme_horror.wav: Caretaker at the Door (104 BPM, 18.46 s)
theme_bunker.wav: Sixty Seconds to Snacks (100 BPM, 19.20 s)
theme_cards.wav: Foil Pull Friday (124 BPM, 15.48 s)

Boss themes pair levels 1/2, 3/4, 5/6, 7/8 and 9/10. Elite themes rotate
by level among three loops. Native audio crossfades between contexts.
Four additional stream-theme chapters cover checkout funk, caretaker
suspense/chase, ticking survival and shimmering card-shop music. These
are original musical interpretations, with no borrowed soundtrack.

NEW ORIGINAL SOUND EFFECTS

shoot_hammer.wav: Ban Hammer: punchy heavy metal thump (0.31 s)
shoot_raid.wav: Raid Rocket: crunchy blast and quick launch hiss (0.46 s)
shoot_snack.wav: Snack Shotgun: three fast crunchy pellet pops (0.26 s)
shoot_rgb.wav: RGB Laser: bright descending beam with stereo echoes (0.35 s)
hazard_warn.wav: Two concise rising danger-warning beeps (0.38 s)
shield_break.wav: Shield break: descending digital-glass crackle (0.48 s)
dash.wav: Short stereo dash air rush (0.22 s)
boss_phase.wav: Boss phase change: low impact and rising threat steps (0.85 s)
shoot_receipt.wav: Receipt Cannon: dry printer clacks and quick paper tear (0.32 s)
shoot_onebyone.wav: One By One: three ascending punchy hits across stereo (0.36 s)
