There is also zzfx by Frank Force who makes lots of things like this. Specially tiny pieces of code on dwitter that generates awesome visuals. https://killedbyapixel.github.io/ZzFX/
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jezzamon
I think a more maintained URL for this library is at https://sfxr.me/
claviska
Oh wow! I used this last year to generate the sound effects for https://rocketblaster.app/ and it gave it a great retro vibe.
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DougHaber
Years ago, I made one of these at an hackathon style event for developing HTML5 gamedev tools. I didn't know much about audio programming at the time, so I read descriptions of what parameters were and then wrote code that I thought would work similarly. I got enough wrong where the end results sound a bit different than other tools, occasionally in a good way.
This predates the WebAudio API, and so it builds data URLs as WAVs instead. Every sound can be represented as a short string, and the tool can be used as a library that procedurally generates the sounds from the strings. It also has a "song mode" where notes can be provided to guide the sound, which makes certain types of more complicated sounds possible to make, including jingles and short songs.
It's definitely dated now, but if anyone is interested, you can find it here
I used the Flash predecessor to generate audio for my mobile game Cobalt Dungeon. It had pretty much the same controls and generated WAV files as well. Basically find something close to what you want then mutate it a whole bunch and then you're good to go.
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socalgal2
I prefer one that saves that data as the parameters and provides a library to use them. I've used this one in the past
Just what I need for this ongoing gamedev experiment. I was already looking at AI sound fx generators, as I did for music https://www.susmel.com/stacky/
There is also zzfx by Frank Force who makes lots of things like this. Specially tiny pieces of code on dwitter that generates awesome visuals. https://killedbyapixel.github.io/ZzFX/
I think a more maintained URL for this library is at https://sfxr.me/
Oh wow! I used this last year to generate the sound effects for https://rocketblaster.app/ and it gave it a great retro vibe.
Years ago, I made one of these at an hackathon style event for developing HTML5 gamedev tools. I didn't know much about audio programming at the time, so I read descriptions of what parameters were and then wrote code that I thought would work similarly. I got enough wrong where the end results sound a bit different than other tools, occasionally in a good way.
This predates the WebAudio API, and so it builds data URLs as WAVs instead. Every sound can be represented as a short string, and the tool can be used as a library that procedurally generates the sounds from the strings. It also has a "song mode" where notes can be provided to guide the sound, which makes certain types of more complicated sounds possible to make, including jingles and short songs.
It's definitely dated now, but if anyone is interested, you can find it here
https://www.leshylabs.com/apps/sfMaker/
See the "Example Sounds" at the bottom of the page to hear what it can do.
Instead of exporting to a file is there a way to just make the sounds on the fly and then reuse them? For example in a JavaScript browser game?
What I think is a superior alternative: https://jfxr.frozenfractal.com/
I used the Flash predecessor to generate audio for my mobile game Cobalt Dungeon. It had pretty much the same controls and generated WAV files as well. Basically find something close to what you want then mutate it a whole bunch and then you're good to go.
I prefer one that saves that data as the parameters and provides a library to use them. I've used this one in the past
https://egonelbre.com/project/jsfx/
Just what I need for this ongoing gamedev experiment. I was already looking at AI sound fx generators, as I did for music https://www.susmel.com/stacky/
I'm personally partial to increpare's bfxr (https://www.bfxr.net/)
love the wav download option
I tried to create a tone in Glicol (https://glicol.org/) with some random idea there and it works quite well:
``` o: squ ~pitch >> mul ~amp_env >> mul 0.4;
~amp_env: ~trigger >> envperc 0.02 0.19;
~pitch: ~pitch_env >> mul 200 >> add 200;
~pitch_env: ~trigger >> envperc 0.01 0.15;
~trigger: speed 4.0 >> seq 60
```