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.
retro-sfx-gen is a zero-dependency Python 3 script that procedurally synthesizes retro/chiptune-style sound effects from scratch using oscillators, pitch glides, arpeggios, ring modulation, filtered noise, and envelope shaping. Output is 44.1 kHz / 16-bit mono WAV. No recordings, no pip installs — just the standard library.
Covers 16 effect categories (coin, jump, laser, explosion, powerup, hit, ui_click, alarm, pickup, door, teleport, engine, blip, whoosh, land, shield), each with its own synthesis recipe. Generation is fully deterministic via CRC32-seeded RNG, making it suitable for reproducible builds and git-tracked audio pipelines.
A companion QC script validates every output file for correct format, duration, peak level, DC offset, silence, and click-free edges. Generated audio is royalty-free and commercially usable with no attribution required.
Shipwright Audio is a code-first audio pipeline where sounds are defined as Python functions decorated with @sound(). Running `shipwright build` renders them to WAV/OGG/FLAC/MP3. There is no GUI; the source file is the project.
It supports direct DSP synthesis via numpy-backed `dsp` helpers (oscillators, envelopes, filters), MIDI/instrument tracks with built-in Faust instruments, SoundFont, VST/AU plugins, and sample-based AudioClip tracks. A mixer model provides gain, pan, sends/returns, and master FX per track. Stems and LUFS-targeted loudness normalization are available as build flags.
The `compose` module covers chord progressions, scales, swing/humanization, time signatures, and microtonal tuning (n-EDO and just intonation). An `@instrument` decorator lets you write per-note synthesis functions that drop directly onto a Track. The CLI includes a `--watch` mode for iterative work and `-C` for building projects without changing directories.
zzfx-rs is a Rust port of ZzFX, the minimal procedural SFX synthesizer originally written in JavaScript by Frank Force. It exposes all 21 ZzFX buildSamples parameters and outputs mono f32 PCM, leaving playback entirely to the caller — compatible with CPAL, rodio, SDL, WAV encoders, or any game engine audio pipeline.
The library has zero dependencies in its default build. Deterministic rendering is supported via caller-supplied random sources. A legacy generator mode reproduces the ZzFXM 2.0.3 behavior for song rendering compatibility. Optional Serde support enables preset serialization.
A separate egui demo application provides a full parameter editor with waveform preview, preset randomization, native playback (PulseAudio/PipeWire), and WAV export — without pulling GUI or audio deps into the library crate. The crate is not yet published to crates.io and must be installed directly from GitHub.