Quick 'n' easy game sound effects generator.
App 👉 https://sfxr.me
A port of sfxr to HTML5 by Eric Fredricksen. Maintained by Chris McCormick.
You can use the jsxfr library to generate and play sounds in your JavaScript game code.
Install it:
npm i chr15m/jsfxr
Require it:
const sfxr = require("jsfxr").sfxr;
See API below for usage examples.
Include the scripts in your page:
<script src="https://sfxr.me/riffwave.js"></script>
<script src="https://sfxr.me/sfxr.js"></script>
You can then directly use the sfxr
namespace without requiring it.
Generate a sound effect using a preset algorithm and play it using webaudio API.
const sfxr = require("jsfxr").sfxr;
const preset = "pickupCoin";
const sound = sfxr.generate(preset);
sfxr.play(sound);
Available presets are pickupCoin
, laserShoot
, explosion
, powerUp
, hitHurt
, jump
, blipSelect
, synth
, tone
, click
, and random
.
You can also use the interface at https://sfxr.me to find the sound you want and then use the sound definition. Click the "serialize" button and copy the JSON code for the sound you want. You will get a datastructure that you can use like this:
var sound = {
"oldParams": true,
"wave_type": 1,
"p_env_attack": 0,
"p_env_sustain": 0.31718502829007483,
"p_env_punch": 0,
"p_env_decay": 0.2718540993592685,
"p_base_freq": 0.2612<F2>6191208337196,
"p_freq_limit": 0,
"p_freq_ramp": 0.43787689856926615,
"p_freq_dramp": 0,
"p_vib_strength": 0,
"p_vib_speed": 0,
"p_arp_mod": 0,
"p_arp_speed": 0,
"p_duty": 1,
"p_duty_ramp": 0,
"p_repeat_speed": 0.7558565452384385,
"p_pha_offset": 0,
"p_pha_ramp": 0,
"p_lpf_freq": 1,
"p_lpf_ramp": 0,
"p_lpf_resonance": 0,
"p_hpf_freq": 0,
"p_hpf_ramp": 0,
"sound_vol": 0.25,
"sample_rate": 44100,
"sample_size": 8
};
var a = sfxr.toAudio(sound);
a.play();
You can also use the short URL compressed version of the sound::
var a = sfxr.toAudio("5EoyNVSymuxD8s7HP1ixqdaCn5uVGEgwQ3kJBR7bSoApFQzm7E4zZPW2EcXm3jmNdTtTPeDuvwjY8z4exqaXz3NGBHRKBx3igYfBBMRBxDALhBSvzkF6VE2Pv");
a.play();
You can also access an array of samples.
By default the buffer contains audio rendered at a sample rate of 44100
.
var buffer = sfxr.toBuffer(sound);
console.log(buffer);
You can also access the lower level classes SoundEffect
and Params
if you need to.
This can be useful for caching the internal representation for efficiency, or mutating the sound with params.mutate()
.
- Application: http://sfxr.me/
- Source code: https://github.com/chr15m/jsfxr/
- Dr. Petter for inventing sfxr.
- Eric Fredricksen for creating this port.
- riffwave.js: http://www.codebase.es/riffwave/
- jquery-ui: http://jqueryui.com/