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/
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 learned programming twenty years ago by clicking View Source on random websites.
Time was when you could just read the code on the average website! That's quite rare now.
I used sfxr in some game jams last year, except I shipped the library with the game and had it generate sounds at runtime. (I don't think it's smaller/faster than the mp3s would have been, but it was very satisfying!)
I also used Software Automatic Mouth (originally for the C64) for TTS:
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.
It can export wav files, but its main purpose is to generate code snippets for playing the sound effect through webaudio, underneath using a much more general library. But people familiar with audio synthesis might prefer just using the underlying dependency directly - it basically turns arbitrary config into webaudio. This playground shows how it works:
SFXR is this is the canonical tool for doing that, and yes, you can do that!
I'm not sure what this webpage is, jsxfr is the name of the JavaScript library on nodejs which is a different url to this page.
But yeah once you start generating things procedurally you can do things like generate 10 sounds with subtle variations to make things less repetitive.
> I'm not sure what this webpage is, jsxfr is the name of the JavaScript library
Basically:
- The original sfxr was a win32 app, ca. 2007
- There was later a widely-used Flash port called as3sfxr, ca. 2010
- This page (TFA) is a JS port of sfxr, ca. 2011.
- `jsfxr` on npm was originally a separate JS port of as3sfxr, ca 2014
- Current `jsfxr` on npm appears to have changed hands in 2022, and is now a fork of TFA with somebody else's contributions (and a paid version, confusingly branded as "sfxr")
I learned programming twenty years ago by clicking View Source on random websites.
Time was when you could just read the code on the average website! That's quite rare now.
I used sfxr in some game jams last year, except I shipped the library with the game and had it generate sounds at runtime. (I don't think it's smaller/faster than the mp3s would have been, but it was very satisfying!)
I also used Software Automatic Mouth (originally for the C64) for TTS:
https://discordier.github.io/sam/
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
```
https://egonelbre.com/project/jsfx/
https://fenomas.github.io/wafxr/
It can export wav files, but its main purpose is to generate code snippets for playing the sound effect through webaudio, underneath using a much more general library. But people familiar with audio synthesis might prefer just using the underlying dependency directly - it basically turns arbitrary config into webaudio. This playground shows how it works:
https://fenomas.github.io/wasgen/
I'm not sure what this webpage is, jsxfr is the name of the JavaScript library on nodejs which is a different url to this page.
But yeah once you start generating things procedurally you can do things like generate 10 sounds with subtle variations to make things less repetitive.
Basically:
- The original sfxr was a win32 app, ca. 2007
- There was later a widely-used Flash port called as3sfxr, ca. 2010
- This page (TFA) is a JS port of sfxr, ca. 2011.
- `jsfxr` on npm was originally a separate JS port of as3sfxr, ca 2014
- Current `jsfxr` on npm appears to have changed hands in 2022, and is now a fork of TFA with somebody else's contributions (and a paid version, confusingly branded as "sfxr")