CH·04 Procedural & synthesis
verified 2026-08-01

ArcadeAudioKit active

dadederk vunknown added 2026-08-01 verified 2026-08-01

[Use when]

You need to procedurally generate deterministic arcade-style sound effects from declarative recipes in a Swift Apple-platform game, without pulling in a full audio engine.

Engines
S Standalone * Engine-agnostic
License

MIT

Pricing

Free

Last verified

2026-08-01

Added

2026-08-01

about

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.