Credits
Credits.
Last Exfil is built by Siantek. It uses third-party assets under the licenses below; everything else is original.
This page is generated from the game’s asset manifests.
Credits
Audio.
Recorded audio credits — Browser 1v1 MVP
Prepared 2026-09-21 by Codex for Adrian / Siantek.
FOOTSTEPS (concrete-*.wav, metal-*.wav, gravel-*.wav)
Footsteps on different surfaces — mastered by congusbongus, CC BY 3.0.
https://opengameart.org/content/footsteps-on-different-surfaces
https://creativecommons.org/licenses/by/3.0/
Concrete: footstep-concrete.wav by swuing.
https://freesound.org/people/swuing/sounds/38873/
Metal: boots on aluminum ladder 01 by Eelke.
https://freesound.org/people/Eelke/sounds/462598/
The pack retains CC BY 3.0 notices; current original pages identify CC BY 4.0.
Attribution, source links and modification disclosure are supplied for both.
https://creativecommons.org/licenses/by/4.0/
Gravel: Gravel Footsteps by Ali_6868, original recordings CC0.
https://freesound.org/people/Ali_6868/packs/21608/
https://creativecommons.org/publicdomain/zero/1.0/
RIFLE SHOTS (rifle-*.wav)
Gunshot Sounds / SKS recording by Vincent Sevedge (Tabasco).
Copyright (c) 2009 Vincent Sevedge.
https://opengameart.org/content/gunshot-sounds
CC BY 3.0, following the included source archive notice.
https://creativecommons.org/licenses/by/3.0/
The source web page additionally lists CC0; this project preserves attribution.
RELOAD HANDLING (reload-start.wav)
Gun reload sounds / assaultriflereload1.wav by SpringySpringo, CC0.
https://opengameart.org/content/gun-reload-sounds
https://creativecommons.org/publicdomain/zero/1.0/
Recorded using an airsoft gun. The runtime sample contains only initial handling.
MODIFICATIONS
Selected six mastered footstep variants per surface and three isolated SKS shots;
converted to mono PCM 16-bit WAV, 44.1 kHz; trimmed leading silence; applied a
65 Hz high-pass, normalized loudness with peak headroom and faded sample ends.
The concrete variations come from one original recorded step, not six new takes.
The game applies spatial panning, distance, occlusion and movement gain at runtime.
None of these sounds or their timing decides damage, ammunition or reload state.
Creators have not endorsed this project. No paid resources or private demos used.
Source recordings, archive/license evidence, hashes and the reproducible edit tool
are tracked in assets/sources/audio/, assets/manifests/recorded-audio.json and
tools/prepare-recorded-audio.mjs in the project repository.
ROUND 2 SOUNDS (r2/*.wav)
Prepared 2026-09-23 by Claude Code (lane I) for Adrian / Siantek with
tools/prepare-sfx.mjs; per-file provenance in assets/manifests/sfx-r2.json.
Gunshots (r2/shot-*, r2/far-*, r2/tail-*): The Free Firearm Sound Library
(Prepared SFX Library) by Ben Jaszczak, Brian Nelson, Kevin Heras and
Matthew Nanney, CC0. Recordings of real firearms stand in for the fictional
weapons: AR-15 (C1), Walther PPQ (P9), Mosin Nagant (S5), Carl Gustav M45 (Q2),
AK-47 (N4), Benelli Nova (B6), Tikka T3 (D7), Colt 1911 (H3).
https://opengameart.org/content/the-free-firearm-sound-library
Far layers, suppressed shots and indoor tails are processed from these
recordings (filters, echoes, a synthetic room); they are not separate recordings.
Round 5: the near reports carry a synthesized sine thump, parallel
compression and soft saturation; the far layers roll through five darkening
echoes; the rifle burst tail (r2/tail-burst-rifle.wav) is the AK-47's long
burst at mid distance (C_36P) after its last round.
ROUND 5 REDONE SOUNDS (2026-09-24, lane 5c, Adrian's picks)
All CC0, from Freesound HQ previews (hashes and page snapshots in
assets/sources/audio/r2/license-evidence/freesound-<id>.html.txt). Modified:
mono, 44.1 kHz, cut at their onsets, layered, filtered, faded and levelled
with tools/prepare-sfx.mjs and tools/sfx-dsp.mjs.
https://creativecommons.org/publicdomain/zero/1.0/
Impacts, concrete (r2/impact-concrete-*): Stone Impact Rubble Debris 14 by
Sheyvan (569510), Concrete Hit and Concrete Hit 2 by dslrguide (321477,
321478), Rocks - hits by JoseDu (328926).
Impacts, metal (r2/impact-metal-*): Foley bullet hit metal 02 by martian
(182263), S31-15 Shooting gallery; hitting metal targets by craigsmith
(675951), bullet ricochet by aust_paul (30932).
Impacts, wood (r2/impact-wood-*): Single rock hitting wood, 2 and 4 by
worthahep88 (319226, 319228, 319227), Stick into soft dirt by worthahep88
(319216).
Impacts, water (r2/impact-water-*): Pebbles into a pond by HenKonen (682165),
Water Splash 01 by aglinder (264483), Fishing Lure Plop Water by el_boss
(853279).
Own gun action (r2/fire-*): Glock 19 Handgun Pistol Slide Cocking Sounds by
jackthemurray (393734), AR15 Various Sounds by wadaltmon (263513), Wasr RPK
Charge Back1 by Pjkasinski3 (171632).
Mechanisms (r2/mech-rifle-*, r2/mech-pistol-*, r2/mech-slide, r2/mech-pump,
r2/mech-bolt): AR15 Various Sounds by wadaltmon (263513), Wasr RPK Charge
Back1 by Pjkasinski3 (171632), Taurus G2c Magazine Release and Taurus G2c
Slide Racking by NoonerBear (589845, 589849), Glock17_Magazine by Stoniac
(842729), Shotgun Rack Sample by Krovi (613801), BrowningABolt_Action by
MHockett (249161).
Pages: https://freesound.org/s/<id>/
Mechanisms kept (r2/mech-shell, r2/mech-selector): Gun Reload Sound Effects
by BMacZero (Brian MacIntosh), CC0
(https://opengameart.org/content/gun-reload-sound-effects); RPG Audio by
Kenney, CC0 (https://kenney.nl/assets/rpg-audio). The rest are round 5's
(below).
Impacts on dirt and bodies (r2/impact-soft-*, r2/impact-flesh-*) and gear
rustle (r2/gear-*): Impact Sounds and RPG Audio by Kenney, CC0
(https://kenney.nl/assets/impact-sounds). The other impacts are round 5's
(below).
Footsteps, concrete, grass and wood (r2/step-concrete-*, r2/step-grass-*,
r2/step-wood-*, round 5): Impact Sounds by Kenney, CC0
(https://kenney.nl/assets/impact-sounds), footstep_concrete/grass/wood_000-004.
Footsteps, gravel (r2/step-gravel-*, round 5): RPG Audio by Kenney, CC0
(https://kenney.nl/assets/rpg-audio), footstep00-09.
Modified: mono, 44.1 kHz; concrete, grass and wood pitched to 0.94x with the
treble 4 dB down over 4 kHz (a heavier boot); high-pass 65 Hz, trimmed, faded,
one gain per set.
Footsteps, dirt, mud and sand (r2/step-dirt-*, r2/step-mud-*, r2/step-sand-*,
2026-10-01, lane r13-content-audit): Earthy footsteps in combat boots, varying
speed by vaal01 (832849), Footsteps_Mountain_Boots_Mud_Mono and
Footsteps_Mountain_Boots_Wet_Sand_Sequence_Mono by Nox_Sound (548384, 564893),
CC0, from the Freesound HQ previews (page snapshots in
assets/sources/audio/r2/license-evidence). Modified: mono, 44.1 kHz,
high-pass 65 Hz, five steps cut at their onsets, faded, one gain per set.
Passing-round whiz (r2/flyby-whiz-1.wav, round 5): Whizzby by Daleonfire, CC0
(https://freesound.org/people/Daleonfire/sounds/505238/), made by its author
with a synthesizer; from the Freesound HQ preview. Modified: mono, 44.1 kHz,
high-pass 40 Hz, a 0.55 s slice around its peak, faded, peak-normalised.
Item sounds (r2/item-*, round 5): RPG Audio by Kenney, CC0
(https://kenney.nl/assets/rpg-audio): cloth3 and cloth4 (medkit), drawKnife1
and drawKnife2 (weapon switch), cloth1 and handleSmallLeather2 (container
search), handleSmallLeather and handleSmallLeather2 (moving an item).
Modified: mono, 44.1 kHz, high-pass 120 Hz, trimmed, faded, peak-normalised.
Footsteps, water (r2/step-water-*): Footsteps on different surfaces, mastered
by congusbongus, CC BY 3.0
(https://opengameart.org/content/footsteps-on-different-surfaces), from Water
Footsteps by EminYILDIRIM
(https://freesound.org/people/EminYILDIRIM/sounds/608663/).
https://creativecommons.org/licenses/by/3.0/
Modified: mono, 44.1 kHz, high-pass 65 Hz, trimmed, faded, peak-normalised.
Footsteps, grating and metal floors (r2/step-grating-*, round 5 also metal):
Metal Footsteps by SoftDistortionFX, CC0
(https://freesound.org/people/SoftDistortionFX/sounds/398937/), from the
Freesound HQ preview.
GENERATED SOUNDS (ai/grenade-*.wav)
The frag (near and far), smoke pop and flashbang, generated with ElevenLabs
sound effects (eleven_text_to_sound_v2) on Adrian Garcia's (owner) personal
ElevenLabs account, 2026-09-24; prompts, selection, cutting and levels by
Claude Code (lane A) for Adrian / Siantek with tools/prepare-sfx-ai.mjs
--build. Per-file prompt, date, account and processing in
assets/manifests/sfx-ai.json. They replace the synthesized grenade sounds,
which remain the fallback while the set loads. The generated footsteps,
gunshots, flybys, gear and movement sounds were withdrawn (Adrian, 2026-09-23).
The flyby crack, the heavy landing, the vault and prone sounds, the
impact snap, the pin and bounces, the smoke hiss and the heartbeat are
synthesized at runtime.
BOT VOICES (voice/*/*.mp3)
The Russian call-outs of the bots, generated with ElevenLabs text-to-speech on
Adrian Garcia's (owner) personal ElevenLabs account with voices from his "My
voices" (Gogi Kavkaz, Nester Surovy, Egor Gadzhiyev). Round 5 (lane 5c,
2026-09-24): eleven_v3 with a delivery per call-out (audio tags and stability:
shouted or urgent in a fight, calm on a patrol); the previous takes
(eleven_multilingual_v2, 2026-09-24) stay in assets/sources/audio/voice and
build back with tools/prepare-voices.mjs --set v1. Lines, casting, delivery,
cutting and levels by Claude Code for Adrian / Siantek; per-take prompt, voice,
settings, date and request id in assets/manifests/voice-barks.json.
MUSIC (music/*.mp3)
The menu loop (music/lobby-1-1.mp3) and the extraction sting
(music/extracted-1.mp3), instrumental, generated with ElevenLabs Music
(music_v2_5, force_instrumental) on Adrian Garcia's (owner) personal ElevenLabs
account, 2026-09-24, under that plan's terms (commercial use from Starter); no
third-party recordings and no real artists in the prompts. Prompts, selection,
loop cutting (3 s crossfade, 0.5 s circular padding), loudness (-24 LUFS loop,
-22 LUFS sting) and MP3 encoding by Claude Code (lane A) for Adrian / Siantek
with tools/prepare-music-ai.mjs --build. Per-file prompt, date, account and
processing in assets/manifests/music-ai.json and
assets/sources/audio/music/provenance.json. Loaded after the game starts, never
preloaded.
Credits
Materials, models and libraries.
| ui-fonts-1 | SIL Open Font License 1.1 (OFL-1.1) for all three families; full texts with copyright lines in assets/licenses/inter-ofl-1.1.txt, inter-tight-ofl-1.1.txt and jetbrains-mono-ofl-1.1.txt. No Reserved Font Name; the files are redistributed unmodified. Cost 0; no paid, private or account-gated source. |
| foundry-scanned-concrete-1 | Poly Haven assets CC0 1.0 Universal; original integration project-owned. |
| browser-duel-skinned-assets-1 | Quaternius portions: CC0-1.0. Original C1 and adaptation code: original project content. No paid acquisition, private demo, login or account. |
| music-ai-1 | Generated music under the owner’s ElevenLabs plan terms (commercial use from Starter); no third-party recordings. |
| recorded-audio-1 | CC-BY-3.0, CC-BY-4.0 and CC0-1.0 as identified per file; full attribution in public /assets/audio/CREDITS.txt and assets/sources/audio/README.md. |
| sfx-ai-1 | Generated audio under the owner’s ElevenLabs plan terms; no third-party recordings. |
| sfx-r2-1 | CC0-1.0 except the water footsteps (CC-BY-3.0, attribution in /assets/audio/CREDITS.txt). |
| voice-barks-1 | Generated speech under the owner’s ElevenLabs plan terms; no third-party recordings. |
| voxel-assets-1 | Quaternius portions (rig, clips, body silhouette source): CC0-1.0 (assets/licenses/quaternius-modular-men.txt). Voxel gear, palette, camouflage, weapons and pipeline: original project content. Cost 0; no paid, private or account-gated source. |
| voxel2-characters-1 | Quaternius portions (rig, clips, body silhouette source): CC0-1.0 (assets/licenses/quaternius-modular-men.txt). Voxel gear, palettes, camouflage and pipeline: original project content. Cost 0; no paid, private or account-gated source. |
| warehouse-materials-ktx2-1 | Material scans CC0 1.0 (Poly Haven https://polyhaven.com/license, ambientCG https://docs.ambientcg.com/license/); the KTX2 files are derivatives of CC0 sources. Babylon.js KTX2 decoder Apache-2.0; Basis Universal transcoder Apache-2.0; zstd decoder zstddec MIT + Zstandard BSD-3-Clause. Texts in assets/licenses/. |
License texts in the repository
babylonjs-apache-2.0.txtbasis-universal-apache-2.0.txtcc0-1.0.txtinter-ofl-1.1.txtinter-tight-ofl-1.1.txtjetbrains-mono-ofl-1.1.txtquaternius-modular-men.txtzstddec-mit-zstd-bsd-3-clause.txt
Fonts
Inter, Inter Tight, Barlow Condensed and JetBrains Mono, under the SIL Open Font License 1.1.