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.
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.
Godot Mixing Desk
Godot A modular audio plugin for Godot that extends the engine's built-in bus system with adaptive music features. Provides node-based composition for interactive soundtracks with vertical remixing, horizontal resequencing, and procedural elements. Supports overlays, random containers, sequential playback, concatenated tracks, and rollover transitions. Includes multiple playback modes (loop, shuffle, endless) and parameter-driven volume automation. Handles beat-synced transitions and layer crossfading through a straightforward node hierarchy. Designed to reduce the code needed for dynamic music implementation while leveraging Godot's existing audio architecture.