SFX Brew

com.sfxbrew由 sfxbrew.com 发布v0.1.1更新于 Nov 8, 2026

Free game sound effects for AI agents: 45 Eastern and general SFX rendered locally to WAV or JS.

已验证STDIO仅桌面开发者工具媒体与设计

概览

AI 生成的概览

在本地程序化生成游戏音效,输出 WAV 文件或可直接用于浏览器游戏的无依赖 JavaScript 片段。

可以做什么
  • 按分类、标签或搜索词浏览预设,涵盖东方武侠/仙侠音效与常见游戏音效。
  • 在本地合成音效并写出 16 位单声道 WAV 文件,可用种子精确复现某个变体。
  • 渲染手工编辑的 patch JSON,通过层、混响、回声、失真、位压缩和增益微调音效。
  • 获取一段自包含的 Web Audio JavaScript 片段,其中定义了多个音效的播放函数。
适用场景
适合在开发游戏或应用时需要即时生成音效、又不想寻找音频素材或按次付费的场景。也适合让助手为项目添加金币、打击、刀剑或界面音效。
运行要求
通过 npx 作为本地进程运行,需要 Node.js 和 npm。生成音效不需要 API 密钥、账号或网络访问。
安装前请注意
这些工具会向磁盘写入 WAV 和 JavaScript 文件,请指定预期的输出路径。说明称生成的音效可免费商用且无需署名,但发布前请自行核实许可条款。

安装

在 SourceWeft 中

  1. 打开 控制台中的 SFX Brew,将其添加到工作区。
  2. 为需要使用其工具的对话启用该服务。

Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。

其他 MCP 客户端

参照 仓库 中的启动说明。

README

sfxbrew

Procedural game sound effects for humans and AI coding agents. Eastern (wuxia / xianxia) sounds plus the usual game sounds, synthesized locally, with no API keys, no network and no per-call cost.

  • 29 presets: sword qi, guqin, pipa, erhu, wooden fish, war drum, lightning, temple bell, gong, spell cast, heavenly thunder, breakthrough, talisman, alchemy, wind chime, bamboo flute, qi gathering, coin, pickup, click, confirm, error, jump, hit, explosion, laser, power-up, level up, whoosh
  • Every generation is a fresh variation; a seed reproduces it exactly
  • Output: 16-bit WAV, or a ~7 KB dependency-free JavaScript snippet that plays the same sound with Web Audio
  • Free for commercial use, no attribution required for the sounds you generate

For AI agents (MCP)

Claude Code:

bash
claude mcp add sfxbrew -- npx -y sfxbrew mcp

Other MCP clients (Cursor, Windsurf, Claude Desktop …):

json
{  "mcpServers": {    "sfxbrew": { "command": "npx", "args": ["-y", "sfxbrew", "mcp"] }  }}

Tools:

ToolWhat it does
list_presetsPresets and what each one is good for
generate_sfxWrite one or more WAV variants (and optionally a .js file with play functions)
render_patchRender a hand-tuned patch JSON
get_js_codeOne drop-in JS snippet with playX() functions for several sounds

Then just ask: "add a coin sound and a hit sound to my game".

Agent skill

A free SKILL.md that teaches your agent when and how to use SFX Brew: skills/sfxbrew/SKILL.md, also installable from Agensi.

CLI

bash
npx sfxbrew listnpx sfxbrew coin --out assets/sfx/coin.wavnpx sfxbrew swordQi --count 5 --out assets/sfx/sword.wavnpx sfxbrew hit --seed 42 --js src/sfx.jsnpx sfxbrew render my-patch.json --out boom.wav

Sound packs

Ready-made WAV packs: Xianxia & Wuxia Game Sound Pack on itch.io (44 sounds), or download any pack as a ZIP from sfxbrew.com/sounds.

Library

js
const sfx = require('sfxbrew');const { patch, seed } = sfx.generate('coin');const { bytes } = await sfx.renderWav(patch);

Browser editor

Tweak any sound with sliders and export WAV / JS in the web editor (same engine).

License

Code: MIT. Generated sounds: yours, free for any use.

A few presets (war drum, lightning, gong, erhu) use short CC0 recordings from Freesound, listed with their recordists in samples/CREDITS.md.

来源:README.md,提交 a349e56

工具

4

list_presets

List sound presets

List the procedural sound effect presets (Eastern wuxia/xianxia sounds and general game sounds) with category, tags and what each is good for. Optionally filter by category (combat, magic, instrument, ui, items, character, ambience, creature) or a search query such as "metal", "calm" or "sword". Every call to generate_sfx with a preset gives a new random variation; pass a seed to reproduce one.

输入参数querycategory

generate_sfx

Generate sound effect WAV files

Synthesize game sound effects locally from a preset and write 16-bit mono 44.1 kHz WAV files. Free for commercial use, no attribution. Returns file paths, the seed of each variant (reuse it to get the exact same sound) and the patch JSON (edit it and call render_patch to fine-tune). Presets: swordQi, guqin, bell, gong, spell, thunder, lightning, breakthrough, talisman, alchemy, chime, flute, qiGather, pipa, erhu, woodfish, drum, coin, pickup, click, confirm, error, jump, hit, explosion, laser, powerUp, levelUp, whoosh, arrow, swordClash, footstepStone, rain, notify, footstepGrass, land, shieldBlock, wind, campfire, stream, caveDrip, pageTurn, typing, chestOpen, monsterGrowl.

输入参数seedcountmutatepreset必填js_pathout_path必填

render_patch

Render a custom sound patch

Render a hand-edited patch (for example one returned by generate_sfx with changed values) to a WAV file. A patch is JSON: { layers: Layer[1..6], reverb 0-1, echo 0-0.9, echoTime s, drive 0-1, crush 0|1-16 bits, gain 0-1 }. Layer fields (all optional, defaults in brackets): type: "tone"|"fm"|"string"|"pluck"|"bell"|"noise" ["tone"]; wave: "sine"|"triangle"|"square"|"sawtooth" (tone/fm/pluck) string: physically modelled plucked string (Karplus-Strong); bright 0-1 [0.5] = darker (guqin) to brighter (pipa); decay = ring time bell: partials = [[ratio, amplitude, decayMultiplier 0-1], ...] (max 16) for custom bells, gongs, wood blocks; default is a metal bar sample: a CC0 recording; sample = one of drum-center-loud, drum-center-soft, drum-edge-loud, drum-rim, lightning-1, lightning-2, gong-1, gong-2, erhu-d3, erhu-f5, sword-clash, footstep-stone, arrow, footstep-grass, land, shield-block, page-turn, typewriter, chest-open, monster-growl, campfire, stream; pitch / pitchEnd semitones (slide over slideTime); offset s into the recording; set hold ≈ recording length to let it ring naturally (lengths s: drum-center-loud 2.7, drum-center-soft 2.7, drum-edge-loud 3.5, drum-rim 1.8, lightning-1 6.5, lightning-2 7, gong-1 10, gong-2 12, erhu-d3 4.9, erhu-f5 6, sword-clash 7.2, footstep-stone 5.4, arrow 4, footstep-grass 3.2, land 2.1, shield-block 3.6, page-turn 8.75, typewriter 4.55, chest-open 11.1, monster-growl 12.8, campfire 10.4, stream 10.4) freq, freqEnd: Hz, pitch slides exponentially from freq to freqEnd; slideTime: s the slide takes (0 = whole sound) hold: s to stay at full volume before the decay starts (louder, more violent bodies) repAccel: gap multiplier per repeat (<1 speeds up, e.g. 0.86 for an accelerating drum build-up); repGain: loudness multiplier per repeat (>1 crescendo) freqPeak / cutoffPeak (Hz, 0 = off): go up to this value by the end of attack, then down to freqEnd / cutoffEnd (Doppler-like pass-by for swishes) start: s delay;

输入参数namepatch必填js_pathout_path必填

get_js_code

Get drop-in JavaScript for sounds

Return one self-contained JavaScript snippet (Web Audio, ~7 KB, no dependencies, no audio files) that defines play functions for several sounds. Best for browser games: paste it in and call e.g. playCoin() after a user gesture. Each sound is either {name, preset, seed} or {name, patch}.

输入参数sounds必填

版本历史

1
  1. v0.1.1最新Nov 8, 2026

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