gion (擬音) is a chiptune/sfxr-style audio workbench and Go library for generating retro 8-bit sound effects and music. Rather than shipping WAV files, you author small deterministic parameter recipes in a .gion document (a Filo s-expression format); the same seed always produces the same samples on every platform. It can render at runtime (under a millisecond for effects, a few dozen milliseconds for music loops) or bake WAVs at build time via the gion-render CLI.
The interactive workbench lets you sculpt effects across seven families (pickup, laser, explosion, powerup, hit, jump, blip) with controls for waveform, envelope, frequency slide, vibrato, arpeggio, low-pass, and bit crush. Music generates perfectly-looping chiptune tracks across six moods (upbeat, heroic, dark, chill, battle, boss) with per-instrument mixer and mute switches. A 3D spectral waterfall updates live as you drag sliders; a plain 2D waveform view is also available.
The Go library API lets you load a .gion document and render effect parameters to []int16 samples. gion.Mutate derives slightly varied siblings of an effect from a seed, preventing repeated identical sound playback with zero asset overhead. Built on Ebitengine; a browser-based workbench is also available. Not a port of sfxr — written from scratch in Go.
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.
Audio Agent Creator is a Go-based offline audio synthesis engine designed for programmatic use by game agents or automation scripts. It takes a JSON project description (or a named preset) and deterministically renders stereo PCM, then encodes to 192 kbps MP3 via FFmpeg/libmp3lame or exports lossless PCM16 WAV. The synthesis chain supports oscillators (sine, square, saw, triangle, noise), frequency sweeps, ADSR envelopes, per-track volume/pan/transpose/mute, first-order low-pass/high-pass filters, and basic feedback delay.
The tool exposes three interfaces sharing the same project DSL and render contract: a CLI with commands for generation, validation, preset inspection, and schema export; an HTTP API with synchronous and async job endpoints; and a Vite/React web workbench for JSON import, server-side validation, job submission, and MP3/WAV playback. Eight built-in presets (6 SFX, 2 BGM) provide deterministic starting points.
This is explicitly an agent-first SFX/BGM MVP, not a DAW replacement. It has no MIDI, piano roll, sampler, plugin host, mixer bus, or generative AI music model. The prompt field currently uses keyword heuristics to select presets rather than text-to-audio synthesis.
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.