Game audio tools, routed.
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Standalone · Engine-agnostic active 16bits-audio-mcp
16bits-audio-mcp is a Zig-based MCP server that exposes game audio generation as tools callable by Claude. It produces 16-bit PCM WAV files using FM synthesis, reverb, ADSR envelopes, and multi-track mixing, all from the Zig standard library with zero external dependencies. It covers three asset types: BGMs in 15 styles (adventure, dungeon, boss, cyber, horror, etc.) with 4-track arrangements; 20 sound effect types (jump, coin, explosion, laser, etc.) with pitch and volume control; and 12 jingle types for common game events like stage clear and game over. Scales, tempo, key, and a deterministic seed parameter give reproducible iteration. A post-processing tool (wav_fx) chains effects such as reverb, delay, bitcrusher, chorus, and distortion, and a mixer tool combines multiple WAV files. Additional tools handle direct note/FM synthesis, WAV info, and playback. The workflow is prompt-driven: describe what you want to Claude, and WAV files are written to disk.
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Standalone · Engine-agnostic active campello_audio
campello_audio is a C++20 multiplatform audio engine designed for game development. It covers macOS, iOS, Android, Windows, Linux, and WebAssembly using each platform's native audio backend (CoreAudio, AAudio, WASAPI, PulseAudio/ALSA, Web Audio). The API follows a fire-and-forget pattern for simple playback while exposing full voice control, mixing buses, and filter chains when needed. The engine supports WAV, OGG, and MP3 sources, procedural tone generation, streaming for large files, and a RandomSource to avoid repetition artifacts. Up to 8 DSP filters per source or bus are available, including low-pass, high-pass, echo, reverb, compressor, limiter, chorus, flanger, and pitch shift. Filter parameters support timed automation. It is a standalone module within the Campello engine ecosystem but is designed to work independently. Built via CMake with no required external dependencies beyond the target platform SDK.
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Engine-agnostic active Codex Game Music Skill
Codex Game Music Skill is a Codex skill (Python-based) that takes game-scene prompts (e.g. 'desert field', 'volcano final boss', 'active battle') and translates them into multi-track Standard MIDI files. The agent infers scene role, loop structure, motif design, harmonic behavior, and adaptive layer splits, then emits .mid files you can open in any DAW, MuseScore, LMMS, or Midiano. Outputs are intentionally kept editable: note data, loop plans, stem splits, and engine handoff notes rather than rendered audio. Bundled Python scripts reproduce the demo MIDI files without external dependencies. The workflow is honest about the distinction between MIDI sketches, SoundFont renders, and finished stems. Primary use cases are rapid game-jam prototyping, adaptive-music layer design, and scene-aware BGM scaffolding that a composer or sound designer can take into a DAW for final production.
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Engine-agnostic active DALIA Engine
DALIA (Dedicated Abstraction Layer for Interactive Audio) is a C++20 audio engine targeting Windows via WASAPI. All internal pools are pre-allocated at startup, eliminating runtime dynamic allocations outside of background-thread asset loading. It handles asynchronous reference-counted asset management and double-buffered OGG/Vorbis streaming via stb_vorbis. Spatialization covers configurable coordinate handedness, multi-listener support with bitmask routing for split-screen co-op, distance probes that decouple attenuation origin from panning origin, and Doppler shifts with per-playback scaling. The mixing system is a directed acyclic graph with 4 hot-swappable DSP slots per bus. The library integrates via CMake FetchContent or git submodule. A standalone sandbox application ships for testing features without writing code. A studio UI tool is in development but excluded from the default build.
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Standalone active Doppler
Doppler reads the local EVE Online game client, locates all Wwise sound banks (.bnk) and loose Wwise media (.wem) in the shared cache, and exports them to a folder of playable MP3 or WAV files. It covers embedded bank streams, loose WEM resources, every language voice bank, music, UI, ambience, ship, weapon, and turret audio. The tool downloads portable runtime dependencies (Node.js, vgmstream-cli, FFmpeg) into its own directory on first run, requires no admin access, and does not modify the game client. Output is resumable, grouped by source bank and authored client path, and accompanied by a JSON/CSV manifest and failure log. Exports are configurable via command-line flags for format (MP3/WAV), bitrate, worker count, output path, and more. A full 320 kbps MP3 export of the current EVE client produces roughly 9.5 GiB across ~20,000 files.
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FMOD · Unity active
FMOD For Unity
FMOD For Unity is Firelight Technologies' official integration between FMOD Studio and the Unity engine. It allows Unity projects to load FMOD banks, trigger events, set parameters, and manage the FMOD runtime from C# scripts and Unity components. The repository contains the integration source code (excluding NDA-protected platforms) but no native binaries. Binaries must be obtained from the Unity Asset Store package or the FMOD download page. Developers can use this repo to track changes between versions, report bugs, or contribute patches. The integration source in this repository is MIT-licensed, but shipping a game with FMOD requires accepting FMOD's own end-user license agreement, which is free for many indie/limited-budget projects and paid for larger commercial titles.