SFX Brew

com.sfxbrew由 sfxbrew.com 發布v0.1.1更新於 Nov 8, 2026

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

已驗證STDIO僅桌面開發者工具媒體與設計

概覽

AI 產生的概覽

在本機以程序化方式產生遊戲音效,輸出 WAV 檔或可直接用於瀏覽器遊戲的無相依 JavaScript 片段。

可以做什麼
  • 依分類、標籤或搜尋詞瀏覽預設集,涵蓋東方武俠/仙俠音效與常見遊戲音效。
  • 在本機合成音效並寫出 16 位元單聲道 WAV 檔,可用種子精確重現某個變體。
  • 算繪手動編輯的 patch JSON,透過層、殘響、回音、失真、位元壓縮與增益微調音效。
  • 取得一段自包含的 Web Audio JavaScript 片段,其中定義了多個音效的播放函式。
適用情境
適合開發遊戲或應用程式時需要即時產生音效、又不想尋找音訊素材或按次付費的情況。也適合讓助理為專案加入金幣、打擊、刀劍或介面音效。
執行需求
透過 npx 以本機程序執行,需要 Node.js 與 npm。產生音效不需要 API 金鑰、帳號或網路存取。
安裝前請注意
這些工具會將 WAV 與 JavaScript 檔寫入磁碟,請指定預期的輸出路徑。說明稱產生的音效可免費商用且無需標示出處,但發布前請自行確認授權條款。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 SFX Brew,將其新增到工作區。
  2. 為需要使用其工具的對話啟用該服務。

Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。

其他 MCP 客戶端

參照 儲存庫 中的啟動說明。

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.

來源: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.

輸入參數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.

輸入參數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;

輸入參數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}.

輸入參數sounds必填

版本歷史

1
  1. v0.1.1最新Nov 8, 2026

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