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.
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.
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.
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.