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 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.
Non-minified vanilla JS. I salute you!
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:
Nice game!
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.
FutureSplash?
They likely mean as3sfxr, a predecessor of TFA that was built in Flash.
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
```
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
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?
I got way into webaudio and made some libraries to that effect. For something close to TFA, try wafxr:
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:
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")
Here's the docs for the API: https://github.com/chr15m/jsfxr?tab=readme-ov-file#api
Dont know about the library but any byte array in javascript can be converted to base64 and referenced via a data url
What I think is a superior alternative: https://jfxr.frozenfractal.com/
The visualisation adds a lot for understanding what i'm doing with the knobs.