Game audio tools, routed.
CH·01 New in
All recent-
Unity · FMOD active 16BarLogicGame
16BarLogicGame is a Unity/FMOD adaptive music system built around a seven-state finite state machine (Idle, Explore, Combat, Anxiety, Epic, Win, Die). Each state drives a dedicated FMOD transition loop, and all state changes are held in a queue until the current bar boundary is reached — the system reads FMOD's timeline position, calculates bar length from BPM, and fires the transition at the exact bar edge. Priority locking prevents lower-intensity states from interrupting high-priority states (e.g., Anxiety blocks queued Explore or Combat transitions until it resolves). Custom timers govern nuanced exit conditions, such as delaying Combat exit until a configurable post-encounter window elapses. The repo includes a playable Unity scene with combat and spawner scaffolding for exercising all state transitions. It targets Unity 2022.3 with FMOD Studio integration.
-
Standalone · Engine-agnostic active ArcadeAudioKit
ArcadeAudioKit is a Swift package for modeling and rendering short synthesized sound effects on Apple platforms (iOS 18+, macOS 12+, tvOS 18+, watchOS 11+, visionOS 2+). It provides a recipe-based API: you describe a sequence of waveform segments (sine, triangle, or square), each with pitch (scientific notation notes, Hz values, sweeps, or interpolated pitch), timing, amplitude, attack, and decay. The renderer converts that recipe into deterministic mono Float PCM samples at a caller-specified sample rate. The library deliberately stops at PCM output. Audio session management, AVFoundation integration, mixing policy, playback, and accessibility behavior are left entirely to the consuming app. This makes it suitable as a dependency in games or game engine extensions where you want reproducible procedural SFX without taking on a full synthesis framework. v1 scope is narrow: recipe modeling, note-to-Hz conversion via A4=440, repeated motif generation for tails and loops, and the PCM renderer. Requires Swift 6.2+ and has no external dependencies.
-
Standalone · Engine-agnostic active Audio Agent Creator
Audio Agent Creator is a Go-based offline audio synthesis engine designed for programmatic use by game agents or automation scripts. It takes a JSON project description (or a named preset) and deterministically renders stereo PCM, then encodes to 192 kbps MP3 via FFmpeg/libmp3lame or exports lossless PCM16 WAV. The synthesis chain supports oscillators (sine, square, saw, triangle, noise), frequency sweeps, ADSR envelopes, per-track volume/pan/transpose/mute, first-order low-pass/high-pass filters, and basic feedback delay. The tool exposes three interfaces sharing the same project DSL and render contract: a CLI with commands for generation, validation, preset inspection, and schema export; an HTTP API with synchronous and async job endpoints; and a Vite/React web workbench for JSON import, server-side validation, job submission, and MP3/WAV playback. Eight built-in presets (6 SFX, 2 BGM) provide deterministic starting points. This is explicitly an agent-first SFX/BGM MVP, not a DAW replacement. It has no MIDI, piano roll, sampler, plugin host, mixer bus, or generative AI music model. The prompt field currently uses keyword heuristics to select presets rather than text-to-audio synthesis.
-
Engine-agnostic · Standalone active Audio Asset Lab
Audio Asset Lab is a local, YAML manifest-driven pipeline for producing sound effects and music for games, video, and web projects. You describe generation parameters, seeded variants, post-processing steps, and export formats in a single versionable manifest; the tool produces candidate audio files, selected lossless masters, delivery exports (WAV, OGG, MP3), and provenance records containing prompts, model revisions, processing chains, licenses, and hashes. Two generation paths are available: a deterministic procedural engine (no model weights, included by default) for tonal UI cues, jingles, and synthetic effects; and optional Stable Audio 3 MLX engines (Apple Silicon only) for prompt-driven SFX, ambience, and music. Three model variants are supported: stable-audio-3-small-sfx, stable-audio-3-small-music, and stable-audio-3-medium. Consumer repositories receive only the delivery audio files and have no dependency on the pipeline, Python environment, or any model runtime. Builds are seed-addressed and refuse to overwrite existing outputs without an explicit --force flag. The CLI exposes engine routing and the manifest schema via JSON flags to support agent-assisted manifest authoring. The project is described as usable but early; the manifest and CLI are the stable interface.
-
Unity · Unreal · Godot · Engine-agnostic active Aulos
Aulos is a small, engine-agnostic audio middleware runtime (~1.3k lines of C++17) that handles everything a game needs after calling aul_play(): voice management and stealing, 3D panning and distance attenuation, Doppler, bus hierarchy, parameter curves, fades, and random variation. Sound behavior lives in a JSON bank — volume, rolloff curves, random pitch ranges — so designers can iterate without recompiles. The library wraps miniaudio for device I/O and decoding. The C API is 20 functions; handles are generation-tagged so stale calls on finished voices are silent no-ops. A lock-free ring separates game-thread commands from the audio thread. Offline rendering mode lets you bounce to file or run deterministic tests. Bindings are provided for Unity (P/Invoke + MonoBehaviours), Unreal (static lib behind a subsystem), Godot (GDExtension), and the browser (Emscripten AudioWorkletProcessor). The web build is bit-identical to native with resampling off. It is not a released product — no authoring GUI, no streaming — but the runtime is tested with 46 measured assertions.
-
Standalone active DCSS Remastered Audio
DCSS Remastered Audio retrofits the native, unmodified Dungeon Crawl Stone Soup Windows Tiles executable (x86, 0.34) with an adaptive soundtrack and overlapping sound effects. It works by replacing winmm.dll with a proxy DLL that intercepts sndPlaySoundW calls, forwarding audio events and state-change marker paths over a named pipe to a Python/pygame-ce Audio Director process that runs a multi-channel mixer with per-branch crossfades and HP-based ducking. The approach requires no source code changes and no recompilation. Game state (current branch, HP, events) is extracted via a sandboxed Lua ready() hook that calls crawl.playsound() with marker filenames — the proxy reads the filename rather than playing it, maps it to a mixer command, and the Director responds accordingly. SFX are synthesized locally via make_sfx.py; CC-BY music (Kevin MacLeod) is fetched from an external source at setup time via fetch_music.py. A companion graphics layer extends the same architecture to video post-processing: a second proxy DLL (opengl32.dll) IAT-hooks gdi32!SwapBuffers and reads a shared-memory block written by the same Director process, applying GLSL fragment shader effects (color grading, vignette, bloom pulses) keyed to game state — all without touching the game binary.