game-audio-synthesizer
Skill2 starsChanged 29 days agoApache-2.0View on GitHub
Synthesizes procedural sound effects (SFX) and dynamic Web Audio soundscapes without external audio files. Generates jump sounds, laser blasts, engine hums, explosions, and chiptune/ambient background tracks in code. Use when adding sound effects, audio feedback, or music to browser games.
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Game Audio Synthesizer (game-audio-synthesizer)
The Game Audio Synthesizer skill equips game projects with rich, zero-download procedural sound effects and dynamic background music using the browser's native Web Audio API and Three.js audio integration.
🎧 Procedural Audio Signal Architecture
flowchart LR
Trigger[Game Event: Jump/Hit/Coin] --> SynthEngine[Procedural Sound Synthesizer]
SynthEngine --> Osc[Oscillators: Sine, Square, Sawtooth, Triangle]
Osc --> Envelope[GainNode ADSR Envelope\nAttack -> Decay -> Sustain -> Release]
Envelope --> Filter[BiquadFilterNode\nLowpass / Highpass Sweep]
Filter --> Destination[AudioContext.destination / PositionalAudio]🔊 Standalone Procedural SFX Engine (TypeScript)
This zero-dependency synthesizer creates crisp arcade sound effects instantly in memory:
export class ProceduralSoundEngine {
private ctx: AudioContext | null = null;
private initContext(): AudioContext {
if (!this.ctx) {
const AudioCtx = window.AudioContext || (window as any).webkitAudioContext;
this.ctx = new AudioCtx();
}
if (this.ctx.state === 'suspended') {
this.ctx.resume();
}
return this.ctx;
}
/**
* High-pitch rewarding pickup chime (Coin / Checkpoint)
*/
public playCoin(): void {
const ctx = this.initContext();
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sine';
// Arpeggio frequency sweep: 987Hz (B5) -> 1318Hz (E6)
osc.frequency.setValueAtTime(987.77, now);
osc.frequency.setValueAtTime(1318.51, now + 0.08);
gain.gain.setValueAtTime(0.3, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.35);
osc.connect(gain);
gain.connect(ctx.destination);
osc.start(now);
osc.stop(now + 0.35);
}
/**
* Upward frequency glide (Jump)
*/
public playJump(): void {
const ctx = this.initContext();
const now = ctx.currentTime;
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'square';
osc.frequency.setValueAtTime(150, now);
osc.frequency.exponentialRampToValueAtTime(600, now + 0.15);
gain.gain.setValueAtTime(0.2, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.2);
osc.connect(gain);
gain.connect(ctx.destination);
osc.start(now);
osc.stop(now + 0.2);
}
/**
* White noise burst with lowpass frequency filter (Explosion / Impact)
*/
public playExplosion(): void {
const ctx = this.initContext();
const now = ctx.currentTime;
const bufferSize = ctx.sampleRate * 0.5;
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const output = buffer.getChannelData(0);
// Generate white noise
for (let i = 0; i < bufferSize; i++) {
output[i] = Math.random() * 2 - 1;
}
const whiteNoise = ctx.createBufferSource();
whiteNoise.buffer = buffer;
const filter = ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.setValueAtTime(800, now);
filter.frequency.exponentialRampToValueAtTime(50, now + 0.5);
const gain = ctx.createGain();
gain.gain.setValueAtTime(0.4, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.5);
whiteNoise.connect(filter);
filter.connect(gain);
gain.connect(ctx.destination);
whiteNoise.start(now);
whiteNoise.stop(now + 0.5);
}
/**
* Continuous frequency modulated engine drone
*/
public createEngineHum(): { setSpeed: (normalized: number) => void; stop: () => void } {
const ctx = this.initContext();
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(45, ctx.currentTime);
gain.gain.setValueAtTime(0.08, ctx.currentTime);
osc.connect(gain);
gain.connect(ctx.destination);
osc.start();
return {
setSpeed: (norm: number) => {
const clamped = Math.max(0, Math.min(1, norm));
osc.frequency.setTargetAtTime(45 + clamped * 120, ctx.currentTime, 0.05);
},
stop: () => {
gain.gain.setTargetAtTime(0, ctx.currentTime, 0.05);
setTimeout(() => osc.stop(), 100);
}
};
}
}🌐 3D Spatial Audio Integration with Three.js
For games with position-dependent sounds (e.g. passing vehicles, ambient fountains):
import * as THREE from 'three';
export function attachSpatialAudio(
camera: THREE.Camera,
targetMesh: THREE.Mesh
): void {
// 1. Attach AudioListener to Camera
const listener = new THREE.AudioListener();
camera.add(listener);
// 2. Create Positional Audio Source
const sound = new THREE.PositionalAudio(listener);
const audioCtx = listener.context;
// Synthesize procedural tone directly into AudioBuffer
const buffer = audioCtx.createBuffer(1, audioCtx.sampleRate * 0.2, audioCtx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < data.length; i++) {
data[i] = Math.sin(2 * Math.PI * 440 * (i / audioCtx.sampleRate)) * Math.exp(-i / (audioCtx.sampleRate * 0.05));
}
sound.setBuffer(buffer);
sound.setRefDistance(5);
sound.setMaxDistance(50);
targetMesh.add(sound);
// Play on event
sound.play();
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