barelyMusician is a real-time music engine designed for interactive systems that generates and performs musical sounds programmatically with sample-accurate timing. It provides a modern C/C++ API for creating instruments, performers, and musical tasks that can be sequenced and synchronized precisely.
The engine supports procedural note control, tempo management, looping performers, and task-based event scheduling. It processes audio synchronously and is designed for integration into real-time audio applications where predictable timing and low latency are critical.
The project includes native plugins for Unity and Godot, a VST instrument plugin, and builds for multiple platforms including Windows, macOS, Linux, Android, WebAssembly, and embedded hardware (Daisy). It offers an alternative to asset-based approaches when you need fully generative or algorithmically controlled musical content.
Engine Sound Generator is a procedural audio synthesis tool that generates physically-modeled engine sounds using the Web Audio API. It implements waveguide-based synthesis techniques derived from research on physically informed car engine sound synthesis, simulating intake, exhaust, and engine block vibrations with configurable parameters like cylinder count, waveguide lengths, and reflection factors.
The tool offers multiple implementations including a JavaScript AudioWorklet version and a WebAssembly-compiled version for improved performance. It integrates with Three.js for spatial audio positioning and includes Doppler effect simulation using DelayNodes. Parameters like RPM, muffler configurations, and individual component volumes can be adjusted in real-time.
The WebAssembly version eliminates audio glitches present in pure JavaScript implementations while maintaining the same API surface. All synthesis is done procedurally without sample playback, making it suitable for dynamic vehicle simulations where engine characteristics need to change based on gameplay state.
Generates melodies procedurally using Perlin noise mapped to musical scales. The noise curve is controlled by seed, octaves, lacunarity, and persistence parameters to produce deterministic, infinitely variable melodies suited for adaptive game music. Same seed always produces the same melody, allowing for reproducible results.
The tool quantizes smooth Perlin noise curves to chosen musical scales (major, minor, pentatonic, blues, chromatic) with configurable BPM, note range, and length. Supports rhythm and rests via a separate Perlin noise track. Includes a web-based demo with real-time playback (MIDI export is listed on the roadmap, not yet implemented).
Note: This project has evolved into SeedSong, a more complete system with multi-instrument support and genre presets. The original repository was archived in 2026 and is maintained as reference for the Perlin noise melody generation approach.
KinetiTone
Standalone KinetiTone is a browser-based generative sound designer targeting game developers and sound designers who need quick SFX prototyping and production without a DAW or local installation. It provides six synthesis engines (Classic, FM, Additive, Wave, Noise, Physical), up to four simultaneous layers, a six-slot effects chain, and a randomize/mutate system for rapid sound exploration.
A seed system lets you reproduce any generated sound exactly, and a batch export feature can generate variations downloaded as a ZIP of WAV files. Sound history with waveform previews and favorites keeps your session organized. Sounds you create are yours to use in commercial or non-commercial projects; the stated restriction is that you may not resell the generated sounds as-is.
It is a closed-source HTML5 web app hosted on itch.io with no public source repository, so there is no license file and no self-hosting option.