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.
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.
gion (擬音) is a chiptune/sfxr-style audio workbench and Go library for generating retro 8-bit sound effects and music. Rather than shipping WAV files, you author small deterministic parameter recipes in a .gion document (a Filo s-expression format); the same seed always produces the same samples on every platform. It can render at runtime (under a millisecond for effects, a few dozen milliseconds for music loops) or bake WAVs at build time via the gion-render CLI.
The interactive workbench lets you sculpt effects across seven families (pickup, laser, explosion, powerup, hit, jump, blip) with controls for waveform, envelope, frequency slide, vibrato, arpeggio, low-pass, and bit crush. Music generates perfectly-looping chiptune tracks across six moods (upbeat, heroic, dark, chill, battle, boss) with per-instrument mixer and mute switches. A 3D spectral waterfall updates live as you drag sliders; a plain 2D waveform view is also available.
The Go library API lets you load a .gion document and render effect parameters to []int16 samples. gion.Mutate derives slightly varied siblings of an effect from a seed, preventing repeated identical sound playback with zero asset overhead. Built on Ebitengine; a browser-based workbench is also available. Not a port of sfxr — written from scratch in Go.
opal is a C11 implementation of the Yamaha YMF262 (OPL3) and its OPL2 predecessor — the chips behind AdLib and Sound Blaster cards. The core covers the full register set: two- and four-operator FM, all eight waveforms, tremolo/vibrato LFOs, percussion/rhythm mode with noise generator, timers, and stereo routing including the hardware pipeline delay between left and right channels. Sample-for-sample stereo output matches Nuked-OPL3 at the chip's native 49716 Hz, with internal resampling to any target rate.
The public API is eight functions. The chip instance holds no internal pointers, making it trivially copyable as a complete save state. Registers can be written immediately or queued with buffered timing for closer hardware fidelity. A bundled example player streams DRO v1, HSC, IMF, and WLF files to audio via miniaudio, and a WebAssembly build runs the same core in-browser.
Builds as a static library via CMake on Windows, Linux, macOS, Android, and iOS. The emulation core is public domain (Shayde of Reality/OpenMPT lineage); the surrounding C API and tooling are MIT.