AUD · Audio tools

Retro SFX Generator

coin · square241 ms

900 Hz · 241 ms · -6 dBFS

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Settings are written to the URL as you change them. Nothing differs from the defaults yet.

Seven presets, twelve parameters, and a WAV at the end. The synthesis model is the one from sfxr and Bfxr: a single oscillator, an amplitude envelope, and a frequency that moves, which is enough for the entire vocabulary of arcade sound.

Why one oscillator is enough

A game sound effect is not trying to be a recording. It is trying to be a legible event: something was collected, something fired, something was hit. Legibility comes from the shape of the envelope and the direction of the pitch, not from spectral richness.

Rising slide plus short envelope reads as acquisition. Falling slide plus short envelope reads as damage or a projectile. Noise plus a long decay and a low filter reads as destruction. Those three rules cover most of an arcade cabinet.

The presets

Preset Shape Slide Length
Coin square +700 Hz/s 241 ms
Laser saw -3200 Hz/s 221 ms
Explosion noise -320 Hz/s 762 ms
Power-up square, 0.25 width +1100 Hz/s 464 ms
Hurt saw -900 Hz/s 191 ms
Jump square, 0.35 width +1400 Hz/s 172 ms
Blip square none 61 ms

Picking a preset overwrites every sound parameter and leaves the file settings alone, since channel count and bit depth belong to the export rather than to the sound.

Pitched noise

The noise shape is not white noise. It is a random value held for one oscillator period and replaced at the start of the next, which means the Frequency control changes the pitch of the noise rather than only its rate of change. Drop the frequency on the Explosion preset and the debris gets larger.

This is how the noise channel on a NES or a Game Boy worked, and it is why 8-bit explosions have a discernible pitch that modern white-noise ones lack.

The low-pass is one biquad

A single second-order section at Q 0.7, applied after the envelope. It is there to take the edge off a square or a noise burst, not to sweep. There is no filter envelope and no resonance control, because both push the sound out of the era this is emulating and into a subtractive synthesizer.

The corner is clamped below half the sample rate. At 22050 Hz output the 20 kHz maximum is not reachable, and the slider’s top end becomes roughly 11 kHz.

Export

WAV only, at 16, 24, or 32-bit PCM. Game engines take WAV directly for short effects, and compressing a 200 ms sound costs decode time at the moment it needs to play. Convert to Ogg with the audio converter if you are shipping hundreds of them and the download size matters more than the latency.

Mono is the default. A sound effect positioned by the engine’s own panner should not arrive with a stereo image of its own.

Frequently Asked Questions

It synthesizes short game sound effects from a small set of parameters: one oscillator shape, a frequency and a slide, an attack-sustain-decay envelope, a pulse width, and a low-pass filter. Seven presets cover the usual game events, and every parameter stays editable afterwards. Output is WAV.

There is no licence. The output is arithmetic from the numbers you set, not a sample from a library, so nothing in it belongs to anyone. Use the files in commercial games without attribution.

It seeds the pseudo-random generator, and only the noise shape reads from it. Square, saw, triangle, and sine are deterministic functions of phase, so they produce identical samples at every seed. Switch the shape to Noise, or pick the Explosion preset, to hear it work.

It adds extra amplitude at the start of the sustain phase which decays back to normal across it. A coin or an explosion has more energy in its first few milliseconds than in the body of the sound, and Punch is that front-loading without a separate envelope stage.

Pulse width is the fraction of each cycle spent at the high value, which is only defined for a square wave. A saw, triangle, or sine has one shape per cycle and no width to set. At 0.5 the square is symmetrical and its spectrum has only odd harmonics; narrowing it fills in the even ones, which is what makes it sound thinner.

44100 Hz is the default and matches what most game engines expect. Dropping to 22050 Hz halves the file and is inaudible on sounds whose low-pass is already below 8 kHz, which covers the explosion and laser presets. Anything above 48000 Hz has no content to carry, because the oscillator stops at 8 kHz.

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